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General Tabletop Discussion
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The Rogue: Are skills enough?
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<blockquote data-quote="Mengu" data-source="post: 6043825" data-attributes="member: 65726"><p>IMO, skills don't make up for combat. One character may gave a wide variety of skills applicable to specific situations, while another may have fewer skills applicable to a wider variety of situations. This is a fine out of combat balance. But I want everyone to have a niche in combat too. </p><p></p><p>I think the rogue is the perfect class to have an encounter power, a trick that will surprise the enemy, that he would not be able to repeat over and over. For round to round damage, maybe the rogue can't match the fighter, that's fine, but he takes advantage of opportune moments. Once per encounter, he could use that cunning to deal something like double or triple damage to an enemy (or maybe turn a regular hit into a crit). This could front load the rogue's damage, allowing him to make encounters easier by taking a target out early, or waiting for an opportune moment to take out a specific key target such as an enemy leader. This might also make up for his glass jaw, if he is ever caught by himself (which on scouting missions and the like, can easily happen). Add in some sort of silent kill feature, and you're capturing more and more of the flavor.</p></blockquote><p></p>
[QUOTE="Mengu, post: 6043825, member: 65726"] IMO, skills don't make up for combat. One character may gave a wide variety of skills applicable to specific situations, while another may have fewer skills applicable to a wider variety of situations. This is a fine out of combat balance. But I want everyone to have a niche in combat too. I think the rogue is the perfect class to have an encounter power, a trick that will surprise the enemy, that he would not be able to repeat over and over. For round to round damage, maybe the rogue can't match the fighter, that's fine, but he takes advantage of opportune moments. Once per encounter, he could use that cunning to deal something like double or triple damage to an enemy (or maybe turn a regular hit into a crit). This could front load the rogue's damage, allowing him to make encounters easier by taking a target out early, or waiting for an opportune moment to take out a specific key target such as an enemy leader. This might also make up for his glass jaw, if he is ever caught by himself (which on scouting missions and the like, can easily happen). Add in some sort of silent kill feature, and you're capturing more and more of the flavor. [/QUOTE]
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The Rogue: Are skills enough?
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