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Variants/Subclass for a DPR Rogue
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<blockquote data-quote="doctorbadwolf" data-source="post: 7564435" data-attributes="member: 6704184"><p>[MENTION=12731]CapnZapp[/MENTION] thanks for the comments. The issue I have is, I’m not convinced of the severity of damage output gap that you’re referencing. I do see a gap in combat optimized feat heavy games, but not one that merits doubling SA damage per round. </p><p></p><p>I also don’t have much trouble in such games keeping my rogue alive in melee. My level 12 thief isn’t DPR king, because I chose to make him an untouchably slippery eel of a skirmisher. The rogue is better at using skillful movement than anyone else. I’ve got expertise in acrobatics, athletics, stealth, and deception, and use them all in nearly every fight. Frequency descends from “every fight” to “many fights”, in roughly the listed order. As a Lightfoot halfling, I <em>can</em> hide in plain sight, though, which helps. </p><p></p><p>Anyway, I think that increasing crit frequency, or adding a flat damage bonus to all attacks that qualify for SA (so, you’re nearly always getting 2-5 extra damage, even when you’ve already used your SA as a dual wielded) </p><p></p><p>A thrown weapons specialist rogue would be a great compromise too, I think. “You treat all thrown weapons as having the Light and Finesse properties, they do not qualify for feature that require a two handed weapon, even if you are using them two handed, and they are a ranged weapon when you throw them.” Or something worded better, would do the trick. Maybe also just add 20 feet to both range increments for thrown weapons, and get rid of disadvantage for throwing while in melee. </p><p></p><p>My main goal with an enforcer is to provide a rogue that gets a reliable damage bonus, and can take a hit, while still being very much a rogue. So, they’d have some kind of intimidation feature, that like the swashbuckler can be used in and out of combat, at level 9, but not the compelled duel shtick. Like, frighten people, and gain advantage on attacks and XYZ checks against frightened creatures at level 3, which gets better at level 9 when you get real good at frightening people? </p><p></p><p>It feels right to make it tougher, but I wouldn’t mess with better armor or anything like that. </p><p></p><p>I’d also be here for a phantom subclass, a “no one ever sneaked as good as you’re gonna sneak, ya sneaky sneaker” subclass, that can...idk, turn invisible after getting a Sneak Attack, or something. </p><p></p><p></p><p></p><p>I’d rather not add to the fighter, bc I find the base class painfully boring, and I think the base rogue covers more of what is needed, while all that is needed in a subclass is a few feature to round it out into something a little scarier in a fight.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7564435, member: 6704184"] [MENTION=12731]CapnZapp[/MENTION] thanks for the comments. The issue I have is, I’m not convinced of the severity of damage output gap that you’re referencing. I do see a gap in combat optimized feat heavy games, but not one that merits doubling SA damage per round. I also don’t have much trouble in such games keeping my rogue alive in melee. My level 12 thief isn’t DPR king, because I chose to make him an untouchably slippery eel of a skirmisher. The rogue is better at using skillful movement than anyone else. I’ve got expertise in acrobatics, athletics, stealth, and deception, and use them all in nearly every fight. Frequency descends from “every fight” to “many fights”, in roughly the listed order. As a Lightfoot halfling, I [I]can[/I] hide in plain sight, though, which helps. Anyway, I think that increasing crit frequency, or adding a flat damage bonus to all attacks that qualify for SA (so, you’re nearly always getting 2-5 extra damage, even when you’ve already used your SA as a dual wielded) A thrown weapons specialist rogue would be a great compromise too, I think. “You treat all thrown weapons as having the Light and Finesse properties, they do not qualify for feature that require a two handed weapon, even if you are using them two handed, and they are a ranged weapon when you throw them.” Or something worded better, would do the trick. Maybe also just add 20 feet to both range increments for thrown weapons, and get rid of disadvantage for throwing while in melee. My main goal with an enforcer is to provide a rogue that gets a reliable damage bonus, and can take a hit, while still being very much a rogue. So, they’d have some kind of intimidation feature, that like the swashbuckler can be used in and out of combat, at level 9, but not the compelled duel shtick. Like, frighten people, and gain advantage on attacks and XYZ checks against frightened creatures at level 3, which gets better at level 9 when you get real good at frightening people? It feels right to make it tougher, but I wouldn’t mess with better armor or anything like that. I’d also be here for a phantom subclass, a “no one ever sneaked as good as you’re gonna sneak, ya sneaky sneaker” subclass, that can...idk, turn invisible after getting a Sneak Attack, or something. I’d rather not add to the fighter, bc I find the base class painfully boring, and I think the base rogue covers more of what is needed, while all that is needed in a subclass is a few feature to round it out into something a little scarier in a fight. [/QUOTE]
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