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<blockquote data-quote="Blue" data-source="post: 8791381" data-attributes="member: 20564"><p>As a side note, 2014 Rogue changed in a number of ways, both directly and indirectly.</p><p></p><p>Nerfing damage output by only allowing sneak attack on your turn, plus the smaller nerf of it only working with an Attack action so no melee spells.</p><p></p><p>Enhancing TWF so it's compatible with bonus-action-heavy classes. Meaning double tghe chance to land a SA in melee without giving up Cunning Action.</p><p></p><p>Moving back one of the signature rogue abilities, Evasion, until near the end of average campaign length (9th out of 10 levels).</p><p></p><p>Clarifying that Sleight of Hand is used with picking locks and disarming traps (at least for the Thief subclass, which explicitly called for Theives tools in the same place), and then putting in the Rules Glossary that if you have both tool and the skill you get advantage - so it's pretty trivial to have advantage on those things now.</p></blockquote><p></p>
[QUOTE="Blue, post: 8791381, member: 20564"] As a side note, 2014 Rogue changed in a number of ways, both directly and indirectly. Nerfing damage output by only allowing sneak attack on your turn, plus the smaller nerf of it only working with an Attack action so no melee spells. Enhancing TWF so it's compatible with bonus-action-heavy classes. Meaning double tghe chance to land a SA in melee without giving up Cunning Action. Moving back one of the signature rogue abilities, Evasion, until near the end of average campaign length (9th out of 10 levels). Clarifying that Sleight of Hand is used with picking locks and disarming traps (at least for the Thief subclass, which explicitly called for Theives tools in the same place), and then putting in the Rules Glossary that if you have both tool and the skill you get advantage - so it's pretty trivial to have advantage on those things now. [/QUOTE]
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