Archade
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Hi guys,
Looking over the rogue, I have a suggestion. Right now you have added "Rogue Talents" to give rogues a bit of a boost. In the eye of keeping Pathfinder as backwards compatable as possible, why not make Evasion, Trapsense bonuses, Uncanny Dodge, and Uncanny dodge as Rogue Talents?
It means less abilities overall, but if you make these standard class features options for rogues, it gives the class more customizability, and for all those rogues written up previously, they are 100% compatable up to 9th level or so, saying that at level 2 they chose evasion, level 4 they chose uncanny dodge, etc.
It would make conversions smoother, is all I am saying.
Archade
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As well, I don't like the sneak attack vs. everything option. I believe that rogues should be skirmishers, not out and out fighters.
How about keeping sneak attack more like it is in 3.5, but but in the verbiage that would allow a sneak attack against undead, constructs, or the like by either making an appropriate Knowledge check, or having at least as many ranks in the appropriate knowledge as the CR.
For example a rogue could sneak attack a clay golem if they have 10 ranks in Knowledge (arcana)?
| Evil Genius |
I'm not sure getting sneak attack vs everything really makes them a whole lot better. I can think of many adventures I've read where every enemy included was vulnerable to sneak attack. With a widening of sneak attack's usability, I see it not as them getting stronger, but as them less of a chance of being utterly useless in certain fights.
Tamago
RPG Superstar 2014 Top 16
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Right now you have added "Rogue Talents" to give rogues a bit of a boost. In the eye of keeping Pathfinder as backwards compatable as possible, why not make Evasion, Trapsense bonuses, Uncanny Dodge, and Uncanny dodge as Rogue Talents?
It means less abilities overall, but if you make these standard class features options for rogues, it gives the class more customizability, and for all those rogues written up previously, they are 100% compatable up to 9th level or so, saying that at level 2 they chose evasion, level 4 they chose uncanny dodge, etc.
I agree that this would be a great way to increase options while retaining compatibility. The only issue I have with it is that the rest of the classes seem to be getting significant power boosts. If rogues now have to spend their Talents to get those abilities, I worry that they'd be behind on the power curve.
| Evil Genius |
Archade wrote:I agree that this would be a great way to increase options while retaining compatibility. The only issue I have with it is that the rest of the classes seem to be getting significant power boosts. If rogues now have to spend their Talents to get those abilities, I worry that they'd be behind on the power curve.Right now you have added "Rogue Talents" to give rogues a bit of a boost. In the eye of keeping Pathfinder as backwards compatable as possible, why not make Evasion, Trapsense bonuses, Uncanny Dodge, and Uncanny dodge as Rogue Talents?
It means less abilities overall, but if you make these standard class features options for rogues, it gives the class more customizability, and for all those rogues written up previously, they are 100% compatable up to 9th level or so, saying that at level 2 they chose evasion, level 4 they chose uncanny dodge, etc.
I agree with Tamago. Keep the defensive abilities as generic rogue things and talents as separate options.
Archade
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I agree that this would be a great way to increase options while retaining compatibility. The only issue I have with it is that the rest of the classes seem to be getting significant power boosts. If rogues now have to spend their Talents to get those abilities, I worry that they'd be behind on the power curve.
I believe that power-creep needs to be watched carefully, and I'm in favor of keeping power levels close to current RAW, but adding options and versatility
1) What the fighter has gained, for example, is minimal at the levels they attain a bonus to armor or weapons training. Their Capstone ability (DR 10/-) is excessive, and I'd recommend toning it down.
2) Wizards' bonded objects is a reasonable option to a familiar, and may need toning down a bit (the bonus spell per day is fine, the crafting without feats is fine, the crafting at half-cost might be a little too much). Cantrips and Orisons at will are a very minor boost. The school abilities are a great idea, but also need to be watched so they are in line with a specialist wizard losing their bonus spells per day.
3) Rogues are already gaining a number of talents, and folding in their standard abilities still ends up with a small net gain for them. As well, maybe someone's concept of a rogue doesn't involve traps, so trap sense can be traded out for Skill Focus (Diplomacy) or the like ...
| Voss |
1) What the fighter has gained, for example, is minimal at the levels they attain a bonus to armor or weapons training. Their Capstone ability (DR 10/-) is excessive, and I'd recommend toning it down.
Odd. I'd say take out DR 10/-, but only because at level 20 its completely meaningless. Its just passable a level 10 against most brute type monsters, at 20, its barely worth doing the math with the kind of damage things are dishing out.
DR needs to be about 5 points for every 5 levels to be even vaguely relevant for melee characters. (I say 5 for 5, because keeping track out every point of DR isn't really worthwhile- when you're getting mugged by a power attacking earth elemental, DR 8 vs DR 9 is the last thing on your mind).
3) Rogues are already gaining a number of talents, and folding in their standard abilities still ends up with a small net gain for them. As well, maybe someone's concept of a rogue doesn't involve traps, so trap sense can be traded out for Skill Focus (Diplomacy) or the like ...
Agree with this. Trap sense is the first thing I'd rip out and replace with something interesting.