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<blockquote data-quote="DEFCON 1" data-source="post: 5918494" data-attributes="member: 7006"><p>Seems to me that schemes are to the rogue what domains are to the cleric, schools are to the wizard, and maneuvers/exploits are to the fighter. And quite frankly... if the rogue is meant to be its own class rather than just a baby fighter, it's needed.</p><p></p><p>The primary class mechanic for Wizards are spells. And these spells get divided up and categorized by what they do to make them easier to understand-- their "school". And some wizards specialize in a specific school.</p><p></p><p>The primary class mechanic for Clerics are prayers. And these prayers get divided up and categorized by the god that grants them, making them easier to group-- their "domain". And each cleric's god grants them access to one or more domains.</p><p></p><p>The primary class mechanic for Fighters are maneuvers/exploits. And these combat maneuvers get divided up and categorized based upon the type of weapon you have, how you attack with it, and what happens when you hit. And some fighters specialize in a specific weapon.</p><p></p><p>The 4E rogue didn't have his own thing... he shared the fighter's combat exploits. They both were martial hand-to-hand combatants. Which was fine in 4E's combat-centric mechanics... but in a D&DN game where exploration and interaction are brought back to the fore... the rogue should be moving further into those to pillars. So sharing maneuvers/exploits with the fighter will not accomplish that. They need their own mechanics that are focused on what they do, and what differentiates them from fighters (and wizards and clerics obviously). Thus schemes.</p><p></p><p>Basically... take everything rogues do... and divide them up and categorize them into groups that are all similar. The acrobatic moves that burglars use are one set of schemes. The manual dexterity, sleight of hand and escape artist moves that manipulators use are another scheme. Charlatans use bluff and magic items. Thieves break open locks and disarm traps. Thugs intimidate, guard, and blackjack people from behind. And if I was to venture a guess... currently at level 6 you probably can take an Advanced Theme to specialize in a specific scheme... same way you can become an Evoker or Necromancer if a wizard, a Domain cleric, or take Axe Specialization if a fighter.</p><p></p><p>Will you get bonuses to skills and extra feats based upon scheme? Perhaps. But I would also venture a guess that there will be a whole mass of "special abilities" and "tricks" that are just rogue game mechanics that are divorced from skills and feats. The same way Disarm and Knock Prone and Bull Rush are combat maneuvers that just exist as mechanics that fighters can do and are not skill or feats themselves. Use Magic Device will not be a skill-- it will be a specific Rogue mechanic. Uncanny Dodge will not be a feat-- it will be a specific Rogue mechanic. Backstab will not be a skill or feat-- it will be a specific Rogue mechanic. Slow Fall will not be a skill or feat-- it will be a specific Rogue mechanic.</p><p></p><p>And just like Paladins will probably get access to some cleric prayers and fighter maneuvers... Bards will get access to certain wizard schools and rogue schemes, Monks will get access to certain fighter maneuvers and rogue schemes, and Rangers will get access to certain cleric prayers (nature related) and rogue schemes.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5918494, member: 7006"] Seems to me that schemes are to the rogue what domains are to the cleric, schools are to the wizard, and maneuvers/exploits are to the fighter. And quite frankly... if the rogue is meant to be its own class rather than just a baby fighter, it's needed. The primary class mechanic for Wizards are spells. And these spells get divided up and categorized by what they do to make them easier to understand-- their "school". And some wizards specialize in a specific school. The primary class mechanic for Clerics are prayers. And these prayers get divided up and categorized by the god that grants them, making them easier to group-- their "domain". And each cleric's god grants them access to one or more domains. The primary class mechanic for Fighters are maneuvers/exploits. And these combat maneuvers get divided up and categorized based upon the type of weapon you have, how you attack with it, and what happens when you hit. And some fighters specialize in a specific weapon. The 4E rogue didn't have his own thing... he shared the fighter's combat exploits. They both were martial hand-to-hand combatants. Which was fine in 4E's combat-centric mechanics... but in a D&DN game where exploration and interaction are brought back to the fore... the rogue should be moving further into those to pillars. So sharing maneuvers/exploits with the fighter will not accomplish that. They need their own mechanics that are focused on what they do, and what differentiates them from fighters (and wizards and clerics obviously). Thus schemes. Basically... take everything rogues do... and divide them up and categorize them into groups that are all similar. The acrobatic moves that burglars use are one set of schemes. The manual dexterity, sleight of hand and escape artist moves that manipulators use are another scheme. Charlatans use bluff and magic items. Thieves break open locks and disarm traps. Thugs intimidate, guard, and blackjack people from behind. And if I was to venture a guess... currently at level 6 you probably can take an Advanced Theme to specialize in a specific scheme... same way you can become an Evoker or Necromancer if a wizard, a Domain cleric, or take Axe Specialization if a fighter. Will you get bonuses to skills and extra feats based upon scheme? Perhaps. But I would also venture a guess that there will be a whole mass of "special abilities" and "tricks" that are just rogue game mechanics that are divorced from skills and feats. The same way Disarm and Knock Prone and Bull Rush are combat maneuvers that just exist as mechanics that fighters can do and are not skill or feats themselves. Use Magic Device will not be a skill-- it will be a specific Rogue mechanic. Uncanny Dodge will not be a feat-- it will be a specific Rogue mechanic. Backstab will not be a skill or feat-- it will be a specific Rogue mechanic. Slow Fall will not be a skill or feat-- it will be a specific Rogue mechanic. And just like Paladins will probably get access to some cleric prayers and fighter maneuvers... Bards will get access to certain wizard schools and rogue schemes, Monks will get access to certain fighter maneuvers and rogue schemes, and Rangers will get access to certain cleric prayers (nature related) and rogue schemes. [/QUOTE]
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