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Bullet Points: 12 Alternatives For The Rogue's Trapfinding Class Feature (PFRPG) PDF
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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

The High Concept: Twelve alternate class abilities that can replace the trapfinding ability of the rogue class, to allow a simple way to customize rogue characters. This is the latest in a series of products to celebrate the "Summer of Bullets" event!

The alternate class abilities included are:

  • Black Marketeer (Ex)
  • Chink in the Armor (Ex)
  • Climb Walls (Ex)
  • Harass (Ex)
  • Hoodwink (Ex)
  • Ki Pool (Su)
  • Pick Your Way (Ex)
  • Poison Use (Ex)
  • Trapmaker (Ex)
  • Turn the Knife (Ex)
  • Street Tough (Ex)
  • Sacrificial Blow (Ex)

Product Availability
Will be added to your downloads immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


OWC5186E


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For all the options of replacing Trapfinding and Trap Sense, I wonder why there isn't any option to replace Sneak Attack.

I can tell that "Ki Pool (Su)" will be loved.


I have to agree with you there, Void Munchkin. Especially for someone looking to play a face rogue (or even a cat burglar). There are a lot of rogue concepts that sneak attack does not make sense for. Not all rogues are deady assassin types.


MaverickWolf wrote:
I have to agree with you there, Void Munchkin. Especially for someone looking to play a face rogue (or even a cat burglar). There are a lot of rogue concepts that sneak attack does not make sense for. Not all rogues are deady assassin types.

Wild Empathy and Animal Companion? ("wild Rogue")


I would like to see ways that allow you to trade out d6s of sneak attack for special effects.


Anything?

Osirion Contributor; Developer, Super Genius Games

I DO have replacements for sneak attack in playtesting, but they turn out to be sneakier to balance that I had expected.

A LOT of a group's reaction to things that repalce sneak attack are based on how often they perceive the power gets used. I have both groups who see it come up less often than once per fight, who think sneak attack is about as useful as trapfinding. Another group assumes at least half of all a rogue's attacks will get sneak attack, and thus it can only be effectively replaced by major offensive abilities.

For both groups, that is based on their style of play and the tactics of their rogues vs the tactics of their GM. But it makes feedback very, very hard to depend on, and reveals a major potential issue with how patrons will respond to anything I put out.


Owen K. C. Stephens wrote:

I DO have replacements for sneak attack in playtesting, but they turn out to be sneakier to balance that I had expected.

A LOT of a group's reaction to things that repalce sneak attack are based on how often they perceive the power gets used. I have both groups who see it come up less often than once per fight, who think sneak attack is about as useful as trapfinding. Another group assumes at least half of all a rogue's attacks will get sneak attack, and thus it can only be effectively replaced by major offensive abilities.

For both groups, that is based on their style of play and the tactics of their rogues vs the tactics of their GM. But it makes feedback very, very hard to depend on, and reveals a major potential issue with how patrons will respond to anything I put out.

Release/make something for both?

Osirion Contributor; Developer, Super Genius Games

I may essentially end up doing that -- but what I'd LIKE to do is A: Get a better feel for which groups are closer to a common baseline and B: Offer a single product with options and sidebars on how to modify those up or down on the sliding power scale based on your experience with sneak attack.

And that takes time. :)


Review up here and DTRPG....and am very curious looking over the comments about these potential replacements for sneak attack. I can see where trying balance those to make everyone happy could be an interesting bit of juggling though.


Well good luck.


Reviewed here, on DTRPG and sent to GMS magazine. Cheers!

Osirion Contributor; Developer, Super Genius Games

I somehow missed this review. Thanks, End!

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