Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Specialist Rogue
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 6300917" data-attributes="member: 2067"><p>Nope, I'm just thinking about what I would want to play with. I don't want to have something on my character sheet I'm not going to use in play, and so if it's not something I'm going to use in each session (regardless of what the DM throws at me), it's not something I can count on to use in play, so it's just taking up space that could be better used. I also don't want to have to remember abilities that only come up once every few real-world months (if that), or bother trying to figure out how to use them. </p><p></p><p>I want game elements I can play with, not things that just sit there on my sheet. </p><p></p><p>As DM, I also don't want to give my players these albatross abilities that they just have to hang around their necks. I want a narrow list of effective decision points for my characters to make in actual play, which means irrelevant abilities just gum that process up as they sort through them looking for the thing that applies. </p><p></p><p></p><p></p><p>Again, big gulf between "not immediately useful" and "use at least once per session." </p><p></p><p>Also, the myopic specialization thing is kind of a different problem. Making sure PC's have abilities that are broad enough to come into play at least 1/session doesn't necessarily yield hyper-specialization -- it actually fights it, in that PC's won't try to pump up their traps abilities without being aware that traps are a sometimes thing. </p><p></p><p></p><p></p><p>This is still more about hyper-specialization than about frequency of ability use. You'll get no argument from me that hyper-specialization is generally something you want to avoid, but that's not the same problem as having pointless abilities just hanging out gettin' ignored week after week. </p><p></p><p>Traps are a sometimes thing, so they shouldn't be something a character is able to define themselves around. Traps fit in the broader category of "stuff that can catch a party unaware," and THAT's something with a lot more frequency, and something that it makes genre sense for a rogue to be good at picking up on before it kills them. That's like giving a character who wants Super Tiger Repellant a suit of metal armor instead. It protects you from tigers, but it doesn't  JUST do that. It's a broader ability you'll use more often. </p><p></p><p></p><p></p><p>Again, this is more about the binary quality than about the frequency of use. Yeah, of course, having a narrow pool of things that work is problematic. But that isn't an issue that a bunch of occasional-use abilities solves. Have an ability that is hammers and screwdrivers and tiger repellant, and suddenly you've got something you don't have to wait for the perfect moment to use!</p><p></p><p></p><p></p><p></p><p>It'd be power creep, to be sure. And possibly redundant with qualities like Evasion. It's really just an argument for a rogue re-design. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" /> </p><p></p><p>Short of THAT, sure, swapping out one ability you'll rarely use for another ability you'll rarely use is balanced, but the OP seemed like the issue they were trying to SOLVE was the rare use. That swap isn't going to satisfy that goal. If you want something to be used more often than a rogue's trap stuff, you'll need to make it BETTER than the rogue's trap stuff (that is, broader).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6300917, member: 2067"] Nope, I'm just thinking about what I would want to play with. I don't want to have something on my character sheet I'm not going to use in play, and so if it's not something I'm going to use in each session (regardless of what the DM throws at me), it's not something I can count on to use in play, so it's just taking up space that could be better used. I also don't want to have to remember abilities that only come up once every few real-world months (if that), or bother trying to figure out how to use them. I want game elements I can play with, not things that just sit there on my sheet. As DM, I also don't want to give my players these albatross abilities that they just have to hang around their necks. I want a narrow list of effective decision points for my characters to make in actual play, which means irrelevant abilities just gum that process up as they sort through them looking for the thing that applies. Again, big gulf between "not immediately useful" and "use at least once per session." Also, the myopic specialization thing is kind of a different problem. Making sure PC's have abilities that are broad enough to come into play at least 1/session doesn't necessarily yield hyper-specialization -- it actually fights it, in that PC's won't try to pump up their traps abilities without being aware that traps are a sometimes thing. This is still more about hyper-specialization than about frequency of ability use. You'll get no argument from me that hyper-specialization is generally something you want to avoid, but that's not the same problem as having pointless abilities just hanging out gettin' ignored week after week. Traps are a sometimes thing, so they shouldn't be something a character is able to define themselves around. Traps fit in the broader category of "stuff that can catch a party unaware," and THAT's something with a lot more frequency, and something that it makes genre sense for a rogue to be good at picking up on before it kills them. That's like giving a character who wants Super Tiger Repellant a suit of metal armor instead. It protects you from tigers, but it doesn't JUST do that. It's a broader ability you'll use more often. Again, this is more about the binary quality than about the frequency of use. Yeah, of course, having a narrow pool of things that work is problematic. But that isn't an issue that a bunch of occasional-use abilities solves. Have an ability that is hammers and screwdrivers and tiger repellant, and suddenly you've got something you don't have to wait for the perfect moment to use! It'd be power creep, to be sure. And possibly redundant with qualities like Evasion. It's really just an argument for a rogue re-design. ;) Short of THAT, sure, swapping out one ability you'll rarely use for another ability you'll rarely use is balanced, but the OP seemed like the issue they were trying to SOLVE was the rare use. That swap isn't going to satisfy that goal. If you want something to be used more often than a rogue's trap stuff, you'll need to make it BETTER than the rogue's trap stuff (that is, broader). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Specialist Rogue
Top