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<blockquote data-quote="Celebrim" data-source="post: 6300892" data-attributes="member: 4937"><p>I can sympathize with all of that, particularly if you are coming from this from Pathfinder which tends to lack this flexibility. For example, I very much dislike the Pathfinder approach to fighters where you choose what sort of fighter you are up front and that defines you for all 20 levels. </p><p></p><p>But for the rogue, if you want to be suave and charming later, it's just a matter of allocating the skills points. With the most skill points of any class in the game (actually my rogue has a base 11 per level to reflect that there are slightly more skills in my game than in core), it's not really an either/or problem. You can be both a good trap finder and suave and charming. Heck, if you play an 18 int human rogue in my game you can maximize 16 skills without making sacrifices, so you are fast, charming, perceptive, etc. all at the same time. </p><p></p><p>I don't accept that the only suave and charming characters have Skill Focus (Diplomacy) or Deceitful and that's how suave and charming are defined. You don't need a special marker for everything you can do, and thinking that you do leads to 'Power Creep is the solution for everything'. And to the extent that you want to be extra suave and charming, you always could take 'Deceitful' as a feat.</p><p></p><p>It's possible that Daring needs another bonus. Perhaps to Tumble. That would make a difference.</p><p></p><p></p><p></p><p>It's not bad, but I'd rather take a bonus to saves versus compulsions than a bonus to sense motive. For better or worse, sense motive is often a character skill that can be replaced by player skill. I find my players mostly use it for confirming things that they already know.</p><p></p><p></p><p></p><p>I don't agree at all. Most D&D combats in either 1e or 3e are over in 2-3 rounds if you play RAW. Winning initiative means that you get in 2 attacks to the foes 1 or 3 attacks to the foes 2 as opposed to the reverse. Add to that that as the rogue, winning the initiative often means getting in a couple extra sneak attacks. The old joke in D&D is that the surprise round is the early game, the initiative roll is the midgame, and the end game is the first round of combat. Improved Initiative is a great feat, equivalent in my opinion to "You have a 20% chance each combat of gaining an extra turn." On a rogue add to that, "On your extra turn, you have a better than 50% chance to do triple normal damage."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6300892, member: 4937"] I can sympathize with all of that, particularly if you are coming from this from Pathfinder which tends to lack this flexibility. For example, I very much dislike the Pathfinder approach to fighters where you choose what sort of fighter you are up front and that defines you for all 20 levels. But for the rogue, if you want to be suave and charming later, it's just a matter of allocating the skills points. With the most skill points of any class in the game (actually my rogue has a base 11 per level to reflect that there are slightly more skills in my game than in core), it's not really an either/or problem. You can be both a good trap finder and suave and charming. Heck, if you play an 18 int human rogue in my game you can maximize 16 skills without making sacrifices, so you are fast, charming, perceptive, etc. all at the same time. I don't accept that the only suave and charming characters have Skill Focus (Diplomacy) or Deceitful and that's how suave and charming are defined. You don't need a special marker for everything you can do, and thinking that you do leads to 'Power Creep is the solution for everything'. And to the extent that you want to be extra suave and charming, you always could take 'Deceitful' as a feat. It's possible that Daring needs another bonus. Perhaps to Tumble. That would make a difference. It's not bad, but I'd rather take a bonus to saves versus compulsions than a bonus to sense motive. For better or worse, sense motive is often a character skill that can be replaced by player skill. I find my players mostly use it for confirming things that they already know. I don't agree at all. Most D&D combats in either 1e or 3e are over in 2-3 rounds if you play RAW. Winning initiative means that you get in 2 attacks to the foes 1 or 3 attacks to the foes 2 as opposed to the reverse. Add to that that as the rogue, winning the initiative often means getting in a couple extra sneak attacks. The old joke in D&D is that the surprise round is the early game, the initiative roll is the midgame, and the end game is the first round of combat. Improved Initiative is a great feat, equivalent in my opinion to "You have a 20% chance each combat of gaining an extra turn." On a rogue add to that, "On your extra turn, you have a better than 50% chance to do triple normal damage." [/QUOTE]
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