Scott Rouse blog - Rogue ability

Mustrum_Ridcully said:
Spells in D&D are interesting, but a individual spell is usually inflexible and are pretty "gamist" thing.

Most feats that a fighter would have would be just as inflexible. Can I do anything other than reduce my to-hit roll and increase my damage with Power Attack? No. It's bound to a single use, and is just as inflexible as, say, rope trick.

So, why would taking some of those feats and turning them into maneuvers change their feel, when they're have the exact same flexibility as they did before (which is to say... none).
 

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D&D does not use WoW jargon. WoW uses lots of D&D jargon. Hope that clears things up.

On the main topic, sounds cool, but I can't wait to see how it actually works.
 

Guild Goodknife said:
The term tank is definitely older than WoW. We've used it when we played 2nd Edition.

Yea. We had a first edition character back in '87 that incorporated Tank into his name as a joke because he was a front-rank fighter type. The term is definitely older than WoW.
 

Patryn of Elvenshae said:
Fixed that for you.

WoW / MMORPG grinding is going out and fighting multiple copies of the same monster over and over and over again in order to get enough gold / experience / cool toys to move on to something interesting.

For example, you'd like to adventure with your friends in the Dungeon of Awesome. If you want to be at all effective in the Dungeon, you need to be 25th level. You are currently 22nd. So, you go out and grind Howling Milkbats for awhile until you make 25th level. Then, you enter the dungeon with your friends and proceed to have fun.


Best....monster name...ever....I'm STILL chuckling. Thank you Elvenshae!

What a fascinating discussion. Only gamers would get this locked down over the use of "grind" and "tank"-specifically their relevence in WoW and D&D.

Wheee!
 

Badkarmaboy said:
Only gamers would get this locked down over the use of "grind" and "tank"-specifically their relevence in WoW and D&D.
Not "gamers," "gamer."

And, for whatever it's worth, if you're grinding on monsters in WoW, you're doing it wrong. Quests are the big source of XP in WoW. You had to grind killing monsters in EverQuest (oh, the hours I spent kiting wyverns in Cobalt Scar ...).
 

Mourn said:
No, as a WoW player, grind is never used when there's a fear of death. Grind is only used when you're performing the same task over and over again (grinding experience, grinding materials, etc) in a relatively simple place (with simple enemies, etc).

Yep.

Though it's possible the hobgoblins were trying to gain experience by grinding adventurers over and over again.
 


Whizbang Dustyboots said:
Not "gamers," "gamer."

And, for whatever it's worth, if you're grinding on monsters in WoW, you're doing it wrong. Quests are the big source of XP in WoW. You had to grind killing monsters in EverQuest (oh, the hours I spent kiting wyverns in Cobalt Scar ...).

XP grinding isn't the only source of grind in MMOs. Another is crafter grind. Crafted items often take a lot of mats that take some time to collect in order to craft them.
 

Mourn said:
Most feats that a fighter would have would be just as inflexible. Can I do anything other than reduce my to-hit roll and increase my damage with Power Attack? No. It's bound to a single use, and is just as inflexible as, say, rope trick.

So, why would taking some of those feats and turning them into maneuvers change their feel, when they're have the exact same flexibility as they did before (which is to say... none).

It wouldn't... but then again, I never said I thought 3E was perfect. Just that I don't want to see 4E moving even farther in that direction - and with a lot of these "spells for non-casters", it's exactly what it seems to be doing.
 

I like the ability. The rogue could start an encounter invisible, sneak around behind an enemy and flank him, sneak attack him once or twice, and then use the ability to quickly dart back behind the fighter he was flanking with before drawing back a little bit and maybe plucking away with a bow. Seems like an ability that encourages a rogue to be especially rogue-ish.
 

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