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General Tabletop Discussion
*Dungeons & Dragons
Should 5e have more classes (Poll and Discussion)?
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<blockquote data-quote="Minigiant" data-source="post: 8089674" data-attributes="member: 63508"><p>Dexterity is a primary score for fighters.</p><p>Fighter's Primary score is STR or DEx.</p><p>Rogue's Primary score is Dex</p><p></p><p></p><p></p><p>I'm not saying theyou can't customize your rogue.</p><p>My point is that your rogue favors DEX and DEX based skills. Not Int, Wis, and Cha and their skills.</p><p>Sneak attack only works with <strong>finesse and ranged</strong> weapons.</p><p>cunning action lets you <strong>Hide</strong> as a bonus action.</p><p>Evasion triggers off <strong>Dex </strong>saves</p><p>Rogue armor relies on high <strong>Dex</strong></p><p>Rogues get all 3 <strong>Dex</strong> skills and no lore skills.</p><p></p><p></p><p>That's not how I'd do it.</p><p></p><p>Doesn't matter.</p><p>Rogues don't get prof in any of those skills in their base pool.</p><p></p><p></p><p></p><p>And here is my problem.</p><p>All science in 5e D&D is overt spellcasting.</p><p>There is no rules (yet) for applying lore and tools to predictable worldly effects.</p><p></p><p></p><p>And that's the problem. D&D's base assumption currently removes all advanced nonmagical science.</p><p></p><p>As long as there is no lore based class, no system for tool and lore proficiency in high fantasy, and no crafting system... <u>all smarts is magic</u>.</p><p></p><p>Many people don't like this and this is why you see many mad scientists, herbalists, gadgeteers, tinkers, doctors, archeologists, beastmasters, warlords, occulists, and the like in many new games.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8089674, member: 63508"] Dexterity is a primary score for fighters. Fighter's Primary score is STR or DEx. Rogue's Primary score is Dex I'm not saying theyou can't customize your rogue. My point is that your rogue favors DEX and DEX based skills. Not Int, Wis, and Cha and their skills. Sneak attack only works with [B]finesse and ranged[/B] weapons. cunning action lets you [B]Hide[/B] as a bonus action. Evasion triggers off [B]Dex [/B]saves Rogue armor relies on high [B]Dex[/B] Rogues get all 3 [B]Dex[/B] skills and no lore skills. That's not how I'd do it. Doesn't matter. Rogues don't get prof in any of those skills in their base pool. And here is my problem. All science in 5e D&D is overt spellcasting. There is no rules (yet) for applying lore and tools to predictable worldly effects. And that's the problem. D&D's base assumption currently removes all advanced nonmagical science. As long as there is no lore based class, no system for tool and lore proficiency in high fantasy, and no crafting system... [U]all smarts is magic[/U]. Many people don't like this and this is why you see many mad scientists, herbalists, gadgeteers, tinkers, doctors, archeologists, beastmasters, warlords, occulists, and the like in many new games. [/QUOTE]
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