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*Dungeons & Dragons
Specialist Rogue
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<blockquote data-quote="Ahnehnois" data-source="post: 6300840" data-attributes="member: 17106"><p>The bookkeeping concern is legitimate. However, I think the rogue class is one of the least bookkeep-y to begin with, and I find that situational modifiers encourage creative, rogue-ish play wherein players try to contrive the situation that activates the bonus. It's amazing what people will do for a little +1.</p><p></p><p>Moreover, one of the main goals of mechanics in general and my goal for this ability in particular is differentiation. What is it that makes a character special? Different? A broader bonus would defeat that point.</p><p></p><p>Well, like all house rules it is a draft and they may not all be perfect, I don't know that I would have chosen those three as the best. In any case, that's why they're written as examples. If some player has some thematic justification for a set of bonuses, I'd say go for it. That supersedes the list.</p><p></p><p>Very campaign dependent, I'm sure. I think this approach makes it fairly unlikely that any individual rogue will have trap sense, which is really the goal the OP was getting at. If you want to call yourself a trap specialist, you choose it. Otherwise, it's not worth much of anything.</p><p></p><p>You're welcome to your opinion; I make no claims as to perfection. However, I think the basic approaches (making trap sense the generic rogue sense and making trapfinding just another special ability) are simple ways to accomplish the OP's goal without having to call out a special archetype for each of the fairly basic rogue subtypes.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6300840, member: 17106"] The bookkeeping concern is legitimate. However, I think the rogue class is one of the least bookkeep-y to begin with, and I find that situational modifiers encourage creative, rogue-ish play wherein players try to contrive the situation that activates the bonus. It's amazing what people will do for a little +1. Moreover, one of the main goals of mechanics in general and my goal for this ability in particular is differentiation. What is it that makes a character special? Different? A broader bonus would defeat that point. Well, like all house rules it is a draft and they may not all be perfect, I don't know that I would have chosen those three as the best. In any case, that's why they're written as examples. If some player has some thematic justification for a set of bonuses, I'd say go for it. That supersedes the list. Very campaign dependent, I'm sure. I think this approach makes it fairly unlikely that any individual rogue will have trap sense, which is really the goal the OP was getting at. If you want to call yourself a trap specialist, you choose it. Otherwise, it's not worth much of anything. You're welcome to your opinion; I make no claims as to perfection. However, I think the basic approaches (making trap sense the generic rogue sense and making trapfinding just another special ability) are simple ways to accomplish the OP's goal without having to call out a special archetype for each of the fairly basic rogue subtypes. [/QUOTE]
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