HabakkukVIII
Villager
Oh, I was asking what the mod is doing, not how it does it.How the mod is doing things.
I tried looking it up but couldn't find the mod you were referring to, so I have no idea what mechanics it introduces.
Oh, I was asking what the mod is doing, not how it does it.How the mod is doing things.
Wife installed it. Idk what one it is. She installed around 20.Oh, I was asking what the mod is doing, not how it does it.
I tried looking it up but couldn't find the mod you were referring to, so I have no idea what mechanics it introduces.
Surely you could ask her which mod, or at least to describe the mechanics of the mod.Wife installed it. Idk what one it is. She installed around 20.
Surely you could ask her which mod, or at least to describe the mechanics of the mod.
Of course. No rush. Just let me know whenever you get an answerYeah thats a few hours away.
Of course. No rush. Just let me know whenever you get an answer
I think we arrived at some similar conclusions!So thinking about an trap based rogue that avoids expending resources every turn.
First, build your traps during short rests. You can maintain a limited number of them at once. Do so using basically worthless debris, and can recycle parts.
These "free" or "improvised" traps should last less time than it takes to build them.
Second, traps only expend when they connect. Setting up a trap and recovering it or other forms of "misses" doesn't use up the resource (unless, say, you need to run away).
Third, multi-action budgets on the part of the trap master. If using a trap is a 2 round process, the impact of the trap going off can be larger, and fewer objects expended. Like a setup, and deploy. Be careful this doesn't turn into a universal "setup before the encounter, deploy on round 1" for an alpha strike situation?
Oh, I'm aware of Cunning Strikes! I'm just trying to go further than that.The 5.5e rogue has the idea of doing less sneak attack dice damage to let you do other things. This must be to balance things out some. The poisoner can give up 2d6 damage to now apply the Poisoned condition or give up 3d6 to have the target Dazed for one round if a bomb goes off. It is not on top of sneak attack- it becomes either/or.