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Sniper Rogue?
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<blockquote data-quote="ECMO3" data-source="post: 8365781" data-attributes="member: 7030563"><p><strong>Shoot on the Run: </strong> Shoot on the run allows at will advantage with no movement penalty. If you want shoot on the run to be balanced, make it similar to Rakish audacity or Insightful fighting - allow SA without meeting other restrictions but do not allow advantage. Why should a sniper get advantage while moving when your swashbuckler doesn't?</p><p>As currently written it is OP for two reasons</p><p></p><p>1. It lets you cancel disadvantage at will with no opportunity cost. Under the current rules, SA can be completely eliminated with disadvantage even for swashbucklers or inquisitives. Take dodge as an action (or BA if you can) and the Rogue can not SA. A Rogue needs to go invisible, take 0 movement or get help from someone else to cancel disadvantage and make SA even possible again, and then he needs to meet the other requirements. This would completely eliminate that as a defense against SA.</p><p></p><p>2. Advantage greatly increases your hit percentage and nearly doubles your chance of landing a crit. This will outrun every other Rogue build in damage because you will be hitting and critting more. This is far more powerful than rakish audacity or insightful fighting.</p><p></p><p>For example - At 3rd level a Rogue with a Light crossbow who gets SA every turn but not advantage is doing 8.55 per turn against a 15 AC foe. This includes misses and crits. Using shoot on the run this same character would average 12.6 per turn. That is a full 35% more damage over another Rogue. This is the same exact same damage an assassin would get through assasinate against creatures he beats in initiative. The difference is assasinate is limited to the first turn of combat and only against foes you roll higher than. You are basically giving assasinate as a bonus action every turn of combat against any foe.</p><p></p><p><strong>Use Terrain: </strong>As worded, use terrain is substantially less restrictive than the wood elf ability, more over that is a feature that should be limited to that race. Racial traits like Mask of the Wild, nimble and Relentless endurance are unique to those races and offering them elsewhere leads to OP builds IMO. By giving this to the Rogue you can get this and then pick another race and get a different racial feature on top of that.</p><p></p><p><strong>Lethal Aim: </strong> You are granting substantial damage bonuses through SA and on top of that rerolling 1s or 2s. I don't think this belongs in a subclass at all and none of the other Rogue subclasses bring nearly this much extra damage to bear. The 1s and 2s can be (and are) part of a feat, the d8 SA and instant 0 hps should not be part of any build IMO.</p><p></p><p>Mathematically this is WAY OP. At 7th level using a light crossbow this character would be doing an about 7.75 dpr more than a swashbuckler with a Rapier. This is equivalent to being 11th level in terms of SA damage. At 13th level lethal aim DPR is more than a 20th level Rogue's standard SA. On top of the fact he is way ahead in damage he also has an insta-kill option as a rider well. Note these numbers only consider this ability, they do not consider crits on a 19 or any of the other suggested abilities.</p><p></p><p></p><p></p><p>Please articulate which subclasses get substantially better abilities than what I suggested. Here are comparisons between what I suggested and some comparable subclasses at 3rd level:</p><p></p><p>I would give expertise in 1 skill (stealth), proficiencies in the two best ranged SA weapons, including the only d10 SA weapon and a third of the crossbow expert feat.</p><p></p><p>Other subclasses at level 3:</p><p>1. Scout: gets expertise in 2 skills (skills which are not as good as stealth) and half of their movement as a reaction</p><p>2. Thief: gets to use a BA for thieves tools or use an object and climbing and jumping movement</p><p>3. Phantom: gets a skill/tool proficiency they can change day-by-day and an extra 3.5 damage on a second target when they SA, limited to twice a day</p><p>4. Swashbuckler: gets an easier way to SA in melee, a MAD bonus to their initiative and a nerfed half of the mobile feat.</p><p>5. Inquisitive: gets to attempt to use a bonus action to make SA easier and gets to use search as a bonus action.</p><p></p><p>Which of these do you think is more than what I suggested? Which of any Rogue subclass features other than AT are more powerful than the 3rd-level feature I suggested?</p><p></p><p>Here is a comparison at 9th level as well:</p><p>I gave this class a crit on a 19 or 20 which at this level raises average damage on an SA by about 2.2 points per turn, or about 4 per turn if you have advantage. If you need a 20 to hit it nearly doubles the average damage an enemy will actually take. Also this on top of the damage boost from using a heavy crossbow due to the 3rd level ability</p><p></p><p>Other subclasses at level 9:</p><p>1. Scout: Gets a 10 foot increase in movement and a swim and climb speed</p><p>2. Thief: Gets advantage on stealth if he moves less than half his move (comparable to the expertise I gave sniper at 3rd)</p><p>3. Phantom: gets 5 soul trinkets that can give advantage on con saves until used. They can be used for divination purposes or to give an extra 10.5 damage to a second creature on an SA (limited to 5 uses a day)</p><p>4. Swashbuckler: gets the ability to cause disadvantage or charm as an action using a contested persuasion check.</p><p>5. Inquisitive: Gets advantage on perception and investigation if they move less than half their movement</p><p></p><p>The 13th and 17th level features I mentioned are taken directly from the scout, so those are balanced.</p><p></p><p></p><p>Maybe, but my track is underpinned by math.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8365781, member: 7030563"] [B]Shoot on the Run: [/B] Shoot on the run allows at will advantage with no movement penalty. If you want shoot on the run to be balanced, make it similar to Rakish audacity or Insightful fighting - allow SA without meeting other restrictions but do not allow advantage. Why should a sniper get advantage while moving when your swashbuckler doesn't? As currently written it is OP for two reasons 1. It lets you cancel disadvantage at will with no opportunity cost. Under the current rules, SA can be completely eliminated with disadvantage even for swashbucklers or inquisitives. Take dodge as an action (or BA if you can) and the Rogue can not SA. A Rogue needs to go invisible, take 0 movement or get help from someone else to cancel disadvantage and make SA even possible again, and then he needs to meet the other requirements. This would completely eliminate that as a defense against SA. 2. Advantage greatly increases your hit percentage and nearly doubles your chance of landing a crit. This will outrun every other Rogue build in damage because you will be hitting and critting more. This is far more powerful than rakish audacity or insightful fighting. For example - At 3rd level a Rogue with a Light crossbow who gets SA every turn but not advantage is doing 8.55 per turn against a 15 AC foe. This includes misses and crits. Using shoot on the run this same character would average 12.6 per turn. That is a full 35% more damage over another Rogue. This is the same exact same damage an assassin would get through assasinate against creatures he beats in initiative. The difference is assasinate is limited to the first turn of combat and only against foes you roll higher than. You are basically giving assasinate as a bonus action every turn of combat against any foe. [B]Use Terrain: [/B]As worded, use terrain is substantially less restrictive than the wood elf ability, more over that is a feature that should be limited to that race. Racial traits like Mask of the Wild, nimble and Relentless endurance are unique to those races and offering them elsewhere leads to OP builds IMO. By giving this to the Rogue you can get this and then pick another race and get a different racial feature on top of that. [B]Lethal Aim: [/B] You are granting substantial damage bonuses through SA and on top of that rerolling 1s or 2s. I don't think this belongs in a subclass at all and none of the other Rogue subclasses bring nearly this much extra damage to bear. The 1s and 2s can be (and are) part of a feat, the d8 SA and instant 0 hps should not be part of any build IMO. Mathematically this is WAY OP. At 7th level using a light crossbow this character would be doing an about 7.75 dpr more than a swashbuckler with a Rapier. This is equivalent to being 11th level in terms of SA damage. At 13th level lethal aim DPR is more than a 20th level Rogue's standard SA. On top of the fact he is way ahead in damage he also has an insta-kill option as a rider well. Note these numbers only consider this ability, they do not consider crits on a 19 or any of the other suggested abilities. Please articulate which subclasses get substantially better abilities than what I suggested. Here are comparisons between what I suggested and some comparable subclasses at 3rd level: I would give expertise in 1 skill (stealth), proficiencies in the two best ranged SA weapons, including the only d10 SA weapon and a third of the crossbow expert feat. Other subclasses at level 3: 1. Scout: gets expertise in 2 skills (skills which are not as good as stealth) and half of their movement as a reaction 2. Thief: gets to use a BA for thieves tools or use an object and climbing and jumping movement 3. Phantom: gets a skill/tool proficiency they can change day-by-day and an extra 3.5 damage on a second target when they SA, limited to twice a day 4. Swashbuckler: gets an easier way to SA in melee, a MAD bonus to their initiative and a nerfed half of the mobile feat. 5. Inquisitive: gets to attempt to use a bonus action to make SA easier and gets to use search as a bonus action. Which of these do you think is more than what I suggested? Which of any Rogue subclass features other than AT are more powerful than the 3rd-level feature I suggested? Here is a comparison at 9th level as well: I gave this class a crit on a 19 or 20 which at this level raises average damage on an SA by about 2.2 points per turn, or about 4 per turn if you have advantage. If you need a 20 to hit it nearly doubles the average damage an enemy will actually take. Also this on top of the damage boost from using a heavy crossbow due to the 3rd level ability Other subclasses at level 9: 1. Scout: Gets a 10 foot increase in movement and a swim and climb speed 2. Thief: Gets advantage on stealth if he moves less than half his move (comparable to the expertise I gave sniper at 3rd) 3. Phantom: gets 5 soul trinkets that can give advantage on con saves until used. They can be used for divination purposes or to give an extra 10.5 damage to a second creature on an SA (limited to 5 uses a day) 4. Swashbuckler: gets the ability to cause disadvantage or charm as an action using a contested persuasion check. 5. Inquisitive: Gets advantage on perception and investigation if they move less than half their movement The 13th and 17th level features I mentioned are taken directly from the scout, so those are balanced. Maybe, but my track is underpinned by math. [/QUOTE]
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