There is one thing about the Scout that annoys me

Agent Oracle said:
Do you also move their piece on the game board from the center of the blast to a safe location? 'cause, that would definitely imbalance the game...
No, if he had to tumble out of a doorway, id have him make the tumble check.

"I can't make it that extra 15 feet to the big bad... Mage, Fireball me!"
"Okay, i fireball the rogue"
"And I easily make the save. Now, by your houserule GM, I move to a safe location... well that's 15' away in melee range of the baddy! booyah, so here's my attack action for this round!"

Read what I posted above this.
First off, I dont use miniatures for every room or encounter, just the important ones (depends on the creature and/or terrain). Second, my players and I envision the rogue's evasion thing as the Rogue diving behind some form of cover, an object in the room, around a corner of a non-square room etc. If there is obviously nothing in the 20' room at all and a Fireball is detonated in there, the evasion doesnt work as they are not Immune to Fire like a fire creature, and they dont have 100% SR, etc.

I disagree with your implementations.

You have the right to disagree.

Personally, I see it as rogues aquiring the agility to find the safe places in an unsafe area, or just the common sense to Duck & Cover in a way that minimizes his exposure to the momentary searing heat.
Thats fine but your example doesnt minimize damage if he makes his save, according to the rules, it makes him effectively immune to the "searing heat". Minimizing exposure is one thing, but nowhere to run in a 20' room doesnt make the Rogue Immune to Fire.
This isnt a Lightning Bolt that can be dodged, sidestepped, etc. which is the example given in the PH iirc. Effects that can be dodged like the Lightning Bolt spell.

Besides, there's a feat in the CAdv which more suits this: It's called "Dive for Cover".

Sounds like a great feat, too bad I allow my players to duck for cover for free being that we dont use minis for every single 5' square of a dungeon. If the rooms description has objects like ruined furniture, rubble of some kind, etc then the rogue is assumed to have "ducked for cover" when he rolled his Evasion check.

I'm of the school that: if the scout passes his reflex saves, he finds the safe spaces in an unsafe area.
In a featureless 20' room with a fireball? then the believability plummets. Why not make him Immune to Fire, or have him meld into the stone of the floor... etc. Your game, your choice though.

He's not immune to the Kraken or roper while he's asleep, (just as a wizard can't cast spells while unconcious) but he does get an escape option once he's awake.

According to the rules, its not even an "escape option", the Scout is immune and is automatically free, that seems a tad broken to me.
I would rule that since he was asleep when he was grappled, he would have to get free again before his power kicked back in. Not be magically freed because he opened his eyes.
 

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HeapThaumaturgist said:
They succeed on checks to escape grapple/resist grapple ... they have to be able to make a check to do that. Turned to Stone makes you as if Unconcious, Unconcious makes you Helpless, Helpless gives you a Dex of 0, Dex of 0 makes you Paralyzed, Paralyzed means you are unable to act.

Can't succeed on something you can't do, no?

--fje

You don't need to "act" in order to make an opposed check. You simply make the check with a Dex of 0, and since you are a Scout, you succeed.
 

Agent Oracle said:
I disagree with your implementations. Personally, I see it as rogues aquiring the agility to find the safe places in an unsafe area, or just the common sense to Duck & Cover in a way that minimizes his exposure to the momentary searing heat.

That's how I see it. In the closet, the rogue jumps at the last second and is propeled through the roof of the closet by the fireball blast, and lands none the worse for wear. Or he somehow manages to stand on top of his buckler as the fireball explodes. Or outside the arbitrary divisions of the initiative system, he hustled out and managed to get wherever he ends up being on his next turn. Or he lies down on the floor, and the explosive heat only flashes his back. Or he jumps straight up and hangs onto the doordrame, hiding behind the one foot of cover between that and the ceiling as the fireball explodes behind him.
 


Sunderstone said:
That being said... I could do that very thing. I could do the same for Warblade, Frenzied Berserker, or anyother splatbook class. In this case I dont see myself spending all that money buying the "Complete" series to have to rework all the classes myself.

A minor alteration to a single high level ability is a reworking of the class? :lol:
 

HeapThaumaturgist said:
Did you ban Ring of Freedom of Movement from the game? And in having to do so, did you decide not to by the PHB for having RoFoM in it?

--fje
No, and its a magical ring, like the spell. Id probably describe that as the roper prodding him looking for a hold. That would be enough to wake him.
 

Crothian said:
A minor alteration to a single high level ability is a reworking of the class? :lol:

lol, I was exaggerating. :p I just hate buying something only to have to fix it.

Late Edit*** My friends and I have been gaming together for a varying 5-15+ years and we are all close. If one of them (even "Fred" :) ) wanted to play a Scout I would likely allow it anyway if we could agree on it together, like in the roper example I gave. If he would agree to the "minor alteration" (thanks Crothian) I would be ok with it.
 
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Sunderstone said:
lol, I was exaggerating. :p I just hate buying something only to have to fix it.

Well, it is an 18th l;evel ability. So assuming a level once every four sessions and gaming once a week...you don't have to worry about it till 2008!! :lol:

Frankly I'd be more concerned with Rings of Freedom of Movement if I felt this one power was too much.
 


There's a ring that does the same thing. What's the big deal?

Freedom of Movement is cool, but it's not game-breaking.

Grapple the Wizard, hit the Scout with a Will save. Not all tricks work on all PCs. That's why DMs have many, many, many different tricks.

-- N
 

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