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General Tabletop Discussion
Character Builds & Optimization
Trapmaster Thief - Homebrew Rogue Build
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<blockquote data-quote="eriktheguy" data-source="post: 5069099" data-attributes="member: 83662"><p>It's a close blast 1, so it only affects 1 square and 1 target in an encounter (PHB 272). 4[W] and daze was my mistake. For some reason I thought that rogue encounter powers did around 3[W], but they do max 2[W]. The weapon is basically a short-sword with -1 to hit, but the attack targets fort, so it's okay. I would say that the damage/effect should be better than 2[W]. Daze is a little powerful, maybe 3[W] and stops movement is more balanced.</p><p></p><p></p><p></p><p>I would agree if it could affect a 3x3 area, but blast 1 is only a 1x1, which is substantially weaker. Your post does give some insight thought. The text should say that the rogue 'may' roll a thievery or stealth check instead of requiring him to, so that the option to make the trap apparent is clear.</p><p></p><p></p><p></p><p>I was going to recommend wording the indirect trap powers as implement abilities, and the direct powers as weapons. The weapon attacks would work against AC and the implement attacks would work against NAD, but it's just too tedious. </p><p></p><p></p><p></p><p></p><p>I think that my original proposal for the level 1 daily is overpowered (allowing a 2[W] attack every turn as a standard is a little too good). I'm not sure how I would do that, I guess I will leave creative licence on this to you and OP, but I want to see what he has to say on all our suggestions so far.</p><p>In any case, I think setting up a summon-like trap just makes sense for the flavor of this character. I find the rogue level 1 dailies a little lackluster.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5069099, member: 83662"] It's a close blast 1, so it only affects 1 square and 1 target in an encounter (PHB 272). 4[W] and daze was my mistake. For some reason I thought that rogue encounter powers did around 3[W], but they do max 2[W]. The weapon is basically a short-sword with -1 to hit, but the attack targets fort, so it's okay. I would say that the damage/effect should be better than 2[W]. Daze is a little powerful, maybe 3[W] and stops movement is more balanced. I would agree if it could affect a 3x3 area, but blast 1 is only a 1x1, which is substantially weaker. Your post does give some insight thought. The text should say that the rogue 'may' roll a thievery or stealth check instead of requiring him to, so that the option to make the trap apparent is clear. I was going to recommend wording the indirect trap powers as implement abilities, and the direct powers as weapons. The weapon attacks would work against AC and the implement attacks would work against NAD, but it's just too tedious. I think that my original proposal for the level 1 daily is overpowered (allowing a 2[W] attack every turn as a standard is a little too good). I'm not sure how I would do that, I guess I will leave creative licence on this to you and OP, but I want to see what he has to say on all our suggestions so far. In any case, I think setting up a summon-like trap just makes sense for the flavor of this character. I find the rogue level 1 dailies a little lackluster. [/QUOTE]
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