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The Limping Rogue
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6045013" data-attributes="member: 54843"><p>This makes a lot of sense to me in some cases, like backgrounds and specialties. But you'll note that, for example, all the feats in each speciality are (basically) unique. This isn't the case with styles and schemes; they're just different ways of organizing the same list of maneuvers, and honestly, they do a fairly bad job of it. Why does a duelist get Glancing Blow and Opportunist but not Parry? What does being a veteran have to do with Whirlwind Attack? Why does every single rogue scheme get Sneak Attack, but at different times? Is there any real flavor reason why a thief rogue gets Lightning Reflexes and a Trickster gets Defensive Roll?</p><p></p><p>The prefab builds can be great if they're done well and carefully. But at this point, they might as well just make one or two Recommended Builds for new players.</p><p></p><p></p><p></p><p>Well, there's some precedent for this - per the rules, when you create a custom background, you pick your own skills AND one of the traits from a pre-existing background. That's certainly how I'd make a "custom" battle wizard: pick your own at-wills and signature spell but keep the "ignore one target" feat-thing. And it could work just as well for rogues. Make flavorful schemes with some unique mechanics, and let players customize them by changing up the skills/maneuvers but keeping the special abilities.</p><p></p><p>Now, if schemes were as involved as the sorcerer origins and warlock pacts from the last playtest, this wouldn't work so easily. But I'm not suggesting that, necessarily. Just one or two useful special abilities per scheme, and maybe some useful class abilities like Thieves' Cant for the class, to keep rogues unique.</p><p></p><p>And while we're at it, yeah, I wouldn't mind if the fighter styles got a little mechanical bonus too. Maybe duelists could be more effective with light armor, and slayers could do scary things on a crit, and veterans could tough it out a bit longer in combat. Then if you're making a custom style, you pick your favorite.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6045013, member: 54843"] This makes a lot of sense to me in some cases, like backgrounds and specialties. But you'll note that, for example, all the feats in each speciality are (basically) unique. This isn't the case with styles and schemes; they're just different ways of organizing the same list of maneuvers, and honestly, they do a fairly bad job of it. Why does a duelist get Glancing Blow and Opportunist but not Parry? What does being a veteran have to do with Whirlwind Attack? Why does every single rogue scheme get Sneak Attack, but at different times? Is there any real flavor reason why a thief rogue gets Lightning Reflexes and a Trickster gets Defensive Roll? The prefab builds can be great if they're done well and carefully. But at this point, they might as well just make one or two Recommended Builds for new players. Well, there's some precedent for this - per the rules, when you create a custom background, you pick your own skills AND one of the traits from a pre-existing background. That's certainly how I'd make a "custom" battle wizard: pick your own at-wills and signature spell but keep the "ignore one target" feat-thing. And it could work just as well for rogues. Make flavorful schemes with some unique mechanics, and let players customize them by changing up the skills/maneuvers but keeping the special abilities. Now, if schemes were as involved as the sorcerer origins and warlock pacts from the last playtest, this wouldn't work so easily. But I'm not suggesting that, necessarily. Just one or two useful special abilities per scheme, and maybe some useful class abilities like Thieves' Cant for the class, to keep rogues unique. And while we're at it, yeah, I wouldn't mind if the fighter styles got a little mechanical bonus too. Maybe duelists could be more effective with light armor, and slayers could do scary things on a crit, and veterans could tough it out a bit longer in combat. Then if you're making a custom style, you pick your favorite. [/QUOTE]
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