Expand sneak attack to include unarmed attacks. Martial arts characters should be able to use carotid chokes. Oh, and clubs. Whacking someone on the noggin with a club to knock them out is a time honored tradition. I know, I know, not really a class feature.
All rogues, but I've always had issues with the way they decided to implement the finesse rule. There's absolutely no reason a rapier should be an effective sneak attack weapon and not a club (and don't get me started on rapiers generally). It's a case of mechanics not passing the laugh test. I completely get why they did it, and I understand the boundaries the mechanic is supposed to put in place, I just don't like how they chose to go about it.Would you want to see that for all rogues, or should there be a new subclass?
All rogues, but I've always had issues with the way they decided to implement the finesse rule. There's absolutely no reason a rapier should be an effective sneak attack weapon and not a club (and don't get me started on rapiers generally). It's a case of mechanics not passing the laugh test. I completely get why they did it, and I understand the boundaries the mechanic is supposed to put in place, I just don't like how they chose to go about it.
See, I tend to award some manner of housing early on as a quest reward.Yes please. Strongholds rule.
My level 3 fighter would love to have a Stronghold, but the DM says it costs 50000 gc, which is approximately 50000 more than the character currently owns.
I would be happy to see rogue get Fighting Styles at level 2 and Extra Attack at 5 like all martials and Sneak Attack become an Action (not an attack action) with its own requirements and damage (weapon+mod+1d8 per odd level maybe) . I wouldn't mind it being more situational and difficult to pull off, but more damaging when you do. The extra Attack feature and fighting styles give the rogue combat ability for when it can't do streak attack. Plus, you know, the ability to two weapon fight well without multiclassing.Yeah, I guess this is part of the loose concept of what a "sneak attack" is. They made it very easy to trigger so that it could be generally assumed that the rogue would be using it every round, but as a result it winds up not feeling very sneaky. This throws off some DMs who are new to 5e, since the name suggests that it should be a special, occasional thing, but the mechanics aren't consistent with that. I would have liked to see the finesse requirement replaced with something more restrictive (daggers and ranged weapons, maybe) and then give rogues some special facility with daggers to make them a competitive choice (a bonus to hit, maybe, or let them make an offhand attack without requiring a bonus action if both weapons are daggers). Then you could extend the set of weapons that qualify for sneak attack depending on subclass (swashbucklers can use rapiers/shortswords/scimitars, for example).
I’ve proposed some support features for the fighter in another thread, as well as some Enhancement ideas to give them back followers and a “strong hold” of sorts.
What do y’all wanna see?