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Waterborne Adventures: New from Unearthed Arcana
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<blockquote data-quote="Dragoslav" data-source="post: 7669763" data-attributes="member: 6690267"><p>At first I thought that the Swashbuckler was a little underwhelming, but then I realized that it was only because I was comparing to the Arcane Trickster archetype. Swashbuckler seems to swap out utility for extra combat enhancements. Some other points:</p><p></p><p>1) Swashbuckler is the only Rogue archetype that isn't predicated on picking proficiency (and possibly even expertise) in stealth or sleight of hand (or both) in order to be effective with your class features. Consequently, that frees up one, or even two, skill choices, so you can create more varied characters (e.g., a pirate with athletics, acrobatics, and intimidation, or the wandering gentleman-scholar with history, insight, and performance)</p><p>2) Swashbuckler is the best Rogue archetype for two-weapon fighting. A focus on TWF is a liability for other builds, because hitting with your off-hand means that you can't extract yourself from dicey situations or hide in the middle of battle. Fancy Footwork lets you do the equivalent of taking Cunning Action to Disengage, move up to an enemy, attack, and then run away, while also doing extra damage each round in comparison.</p><p></p><p>Regarding Panache, yeah, as an ardent fan of "martial mind control" like Come and Get It, I still think it's totally overpowered and thematically inappropriate. The obvious comparison is to Compelled Duel, which is <em>less reliable</em> and also expends a resource (spell slots). Even CAGI could only be used once per encounter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dragoslav, post: 7669763, member: 6690267"] At first I thought that the Swashbuckler was a little underwhelming, but then I realized that it was only because I was comparing to the Arcane Trickster archetype. Swashbuckler seems to swap out utility for extra combat enhancements. Some other points: 1) Swashbuckler is the only Rogue archetype that isn't predicated on picking proficiency (and possibly even expertise) in stealth or sleight of hand (or both) in order to be effective with your class features. Consequently, that frees up one, or even two, skill choices, so you can create more varied characters (e.g., a pirate with athletics, acrobatics, and intimidation, or the wandering gentleman-scholar with history, insight, and performance) 2) Swashbuckler is the best Rogue archetype for two-weapon fighting. A focus on TWF is a liability for other builds, because hitting with your off-hand means that you can't extract yourself from dicey situations or hide in the middle of battle. Fancy Footwork lets you do the equivalent of taking Cunning Action to Disengage, move up to an enemy, attack, and then run away, while also doing extra damage each round in comparison. Regarding Panache, yeah, as an ardent fan of "martial mind control" like Come and Get It, I still think it's totally overpowered and thematically inappropriate. The obvious comparison is to Compelled Duel, which is [I]less reliable[/I] and also expends a resource (spell slots). Even CAGI could only be used once per encounter. :) [/QUOTE]
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