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<blockquote data-quote="Ruin Explorer" data-source="post: 8771778" data-attributes="member: 18"><p>It's just not a good fit for most people's vision of the Rogue, and has a particularly worthless set of 3rd level features - largely because the tool proficiencies are near-useless, and the voice-mimic'ing feature is not mechanically quantified in any way. The level 13 feature is also pretty dreadful, because either it's something that is very rarely going to happen (like, almost never) or it relies on the DM interpreting it (and indeed the cover rules) in a well... atypical way.</p><p></p><p>It's basically a subclass entirely reliant on a DM both the opportunities for it to work, in terms of adventure design, and actively working to find ways to get the abilities to see usage.</p><p></p><p>The Help as a bonus action and working at 30' range is cute, but it's Advantage for one attack/roll, and the big problem is that they have to "stick to the plan", because you have to say what you're helping with BEFORE they get their go. And no plan survives contact with the enemy, or rather the next few things happening in the round. So a lot of Help can go unused unless, again, you have a generous DM who interprets it more broadly. Being able to use Help as a Reaction and use it on other people's turns would have been a lot better. Also the 30' range only works when it's used to make attacks, which is dumb.</p><p></p><p>It feels like a subclass designed by someone with a good imagination and cool ideas, but who had never actually played D&D, only read about it, and didn't realize how very DM-dependent and basically weak a lot of this stuff was.</p><p></p><p>I kind of like the subclass, it's just not well-designed. Whereas Purple Dragon Knight and Way of the Four Elements are absolute trash-tier design and not even likeable. Four Elements is almost an accidental insult to Avatar fans.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8771778, member: 18"] It's just not a good fit for most people's vision of the Rogue, and has a particularly worthless set of 3rd level features - largely because the tool proficiencies are near-useless, and the voice-mimic'ing feature is not mechanically quantified in any way. The level 13 feature is also pretty dreadful, because either it's something that is very rarely going to happen (like, almost never) or it relies on the DM interpreting it (and indeed the cover rules) in a well... atypical way. It's basically a subclass entirely reliant on a DM both the opportunities for it to work, in terms of adventure design, and actively working to find ways to get the abilities to see usage. The Help as a bonus action and working at 30' range is cute, but it's Advantage for one attack/roll, and the big problem is that they have to "stick to the plan", because you have to say what you're helping with BEFORE they get their go. And no plan survives contact with the enemy, or rather the next few things happening in the round. So a lot of Help can go unused unless, again, you have a generous DM who interprets it more broadly. Being able to use Help as a Reaction and use it on other people's turns would have been a lot better. Also the 30' range only works when it's used to make attacks, which is dumb. It feels like a subclass designed by someone with a good imagination and cool ideas, but who had never actually played D&D, only read about it, and didn't realize how very DM-dependent and basically weak a lot of this stuff was. I kind of like the subclass, it's just not well-designed. Whereas Purple Dragon Knight and Way of the Four Elements are absolute trash-tier design and not even likeable. Four Elements is almost an accidental insult to Avatar fans. [/QUOTE]
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