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RoscoeDaLib wrote:You are the second person to say that what happened is a result of my lack of understanding of a complex system. So, I will make the same request of you as I did them. Please elaborate and demonstrate the complexities of a scoundrel rogue via a build with features and elements that have not been discussed here.
Picking Scoundrel was the key mistake you made, so this is not quite workable. Not because Scoundrel isn't good if done right, in the right party, but because it probably is the worst of the three Rackets, and certainly the hardest to make work properly, and fails to synchronize well with your party to boot.. Several people have posted solutions, but most of those involve either a different party composition or a very different character thematically.
For your character, in your PC group, with your stats and goals, you should have gone Thief. Not doing so was a mistake, which you have since corrected.
I just wanted to stop here and ask - why was it a mistake?
By that, I don't mean to explain why scoundrel feint isn't good in the context of my game. I've gone over that. You've gone over that. What I mean is really: Should the amount of melee in my group mitigate the usefulness of this specific sub-classes key feature?
No one has actually come out and said "You know what Scoundrel feint should remain trivial and useless in party comps like your because that makes sense and is a good design space."
I mean even you are sitting here saying Scoundrel is the weakest of the three.
As I mentioned earlier in the thread, if Rogues had even 1/2 class feats that modified the effects of Feint to become generally useful in combat, Scoundrel becomes fantastic in my view over night, and distracting feint goes from being kinda/sorta good based on comp or what you are doing to amazing.
So, I guess I'd just ask you directly - do you think Scoundrel rogue's feint with the context of it's available class feats was designed well with an emphasis specifically on the feint feature?
As to skill feats, agree to disagree. I'll cover a few you mentioned because you took the time to respond in a constructive manner, and I should at least provide some insight into our thought process.
Everyone in my party - including my GM who loves this system agrees they are completely underwhelming. The intimidation list has some ok things, but mostly they stop just short of being useful in a practical sense. As to some of your examples:
Group Impression: Actively makes the game worse. If three people are in a room meeting for the first time, why can my character only speak and make an impression on one at a time in a minute? Can both people not hear me speaking?
Hobnobber: Is going to save me 1 hour in gathering information, and stops critical fail effects. Yet, if my part splits up in a town and gathers information - logic, critical thinking, and standard deduction does the same thing.
Lie to me: Actually not an awful level 1 skill feat, but again - level 1.
Intimidating Glare: As mentioned some of the intimidation stuff is dramatically better than other skill feats.
Courtly Graces: Strikes me to be oddly specific and then even in its very specific usage they still stop short of just allowing you to use society to impersonate a specific noble....using your knowledge....of that person in society. Seems relatively pointless unless you are running an extremely specific type of adventure with constant noble interaction. Which, even if that adventure exists, which im sure it does, this is still restrictive. Meh.
Trick Magic Item: A decent level 1 feat. Potentially awkward for stat allocation unless you use wisdom based skills.
Glad-Hand: Just builds upon their absurd, authoritarian structure of social encounters. Why does making an impression always require 1 minute? And a -5? Yikes?
Connections: I initially liked the flavor of this feat, but then I had some questions. Does this mean I can't do what the feat describes without it? Even as a level 12 hero in this part of the world with well known achievements? If I can - then isn't this feat ultimately pointless?
Confabulator: Straightforward. I think I took this one. Can't remember.
Quiet Allies: One of the rare examples of a good feat that is generally useful for a party with at least one good stealthy character.
So of the list you provided I agree on ~4.
To your other points, I did say I've sprinkled in some demoralize actions, but Sabotage and Battle Assessment are not compelling to me /shrug.
You didn't really go into detail about poison weapon but I've explained my position on that in depth. The 1 action application would be good but see earlier post.