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The Rogueish Shenanigans!
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<blockquote data-quote="Celtavian" data-source="post: 6461154" data-attributes="member: 5834"><p>-5 is not that large if you have someone that can provide a <em>bless</em> spell and have abilities to help you hit by providing advantage or extra dice to hit. If you get three or four attacks a round, chances are that one or two will hit. Then you can use your other abilities to make sure the last one hits as well. </p><p></p><p>If the rogue misses even once, he loses all his damage. His single hits do quality damage, but without a boost the aggregate damage starts to fall behind quite a bit, especially accounting for misses. If you decide to go the Two-weapon fighting route, you'll be inferior unless you take levels of fighter. You'll also lose Rogue Mobility which requires the use of a bonus action.</p><p></p><p>I loved the rogue to start the game. Seemed extremely fun. He's been falling behind as the levels rise. It's very disappointing. Given the fact Sneak Attack is only useable once per turn, I fail to see why they did not give the rogue a second attack so he could keep pace with the damage of other martials. The damage output of Fighters and Paladins in major encounters is sickening. Makes the rogue look like he's shooting off a pop gun. Paladins lack nothing for extra defensive power. Paladins are probably the most powerful martial in the game followed by barbarians for overall ability. Fighters probably come in third.</p><p></p><p>I'll enjoy the rogue as long as I can. I'll probably avoid the class in the future. D&D is now and always has been built around combat. Sure, some DMs customize encounters to make out of combat play interesting enough for a rogue player. That's not how modules are generally designed. My group runs modules. If you can't deal damage, you don't get to shine in the major encounters of the module. I find that highly disappointing. Rogues should shine dealing damage. They don't. Mearls and Crawford seem to believe Sneak Attack is far more powerful than it is.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6461154, member: 5834"] -5 is not that large if you have someone that can provide a [I]bless[/I] spell and have abilities to help you hit by providing advantage or extra dice to hit. If you get three or four attacks a round, chances are that one or two will hit. Then you can use your other abilities to make sure the last one hits as well. If the rogue misses even once, he loses all his damage. His single hits do quality damage, but without a boost the aggregate damage starts to fall behind quite a bit, especially accounting for misses. If you decide to go the Two-weapon fighting route, you'll be inferior unless you take levels of fighter. You'll also lose Rogue Mobility which requires the use of a bonus action. I loved the rogue to start the game. Seemed extremely fun. He's been falling behind as the levels rise. It's very disappointing. Given the fact Sneak Attack is only useable once per turn, I fail to see why they did not give the rogue a second attack so he could keep pace with the damage of other martials. The damage output of Fighters and Paladins in major encounters is sickening. Makes the rogue look like he's shooting off a pop gun. Paladins lack nothing for extra defensive power. Paladins are probably the most powerful martial in the game followed by barbarians for overall ability. Fighters probably come in third. I'll enjoy the rogue as long as I can. I'll probably avoid the class in the future. D&D is now and always has been built around combat. Sure, some DMs customize encounters to make out of combat play interesting enough for a rogue player. That's not how modules are generally designed. My group runs modules. If you can't deal damage, you don't get to shine in the major encounters of the module. I find that highly disappointing. Rogues should shine dealing damage. They don't. Mearls and Crawford seem to believe Sneak Attack is far more powerful than it is. [/QUOTE]
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