| DracoDruid |
Ok here's the deal:
While I too think that rogues should excel in skill related things, there is no real argument why only a rogue could be a fast crawler or a fast sneaker (rangers?!).
Furthermore, it works for fighters the same way! They get bonus feats chosen from either their bonus feats or the combat maneuvers, BUT those can also be chosen by any other character! The fighter just get's much more of them.
So my proposal: Make most or all those nifty rogue talents, general talents with the (rogue) or (skill) suffix and just give the rogue one of those at every other level.
Personal note: Since the rogue should be no combat focused character things like weapon focus or finesse and combat maneuvers should be taken with general character (and not class) feats. My POV.
| Rhishisikk |
The only problem I see with this is where a feat that should have been general in the first place has a list of tags that stretch out longer than the description of the feat itself.
It allows drow to be just elves with the minor and major magic feats, thus unifying them both into one race. (Much as BOTH branches want us to believe they are entirely seperate races.)
It also opens the floor for a method for fighters and rogues to pick up each other's feats without having to actually multiclass.
But mostly, I like this because instead of class-limited features, it opens the playing field. Spellthief has arcane and stealth picks; Paladin has divine and combat picks; ranger has stealth and divine picks, et cetera. No more do we need to worry about whether we want three levels of hexblade just for the curse stuff.
It also means that even though paladins are lawful good, I can make a Hellknight out of a fighter or cleric by taking picks from the other class.
In general, I approve of this. It's given me other ideas that I won't write here, and opens up a HUGE world of flexibility without being overly complicated.
| KaeYoss |
My concern with this: Where does it stop?
Now fighters and rogues are generic classes with bonus feats instead of other things, and we see that the Ranger could be the same, and you just make Favoured Enemy and Animal Companion feats. And the monk with his unarmed fighting. And the Barbarian's rage.
You end up in a game where classes have become obsolete. At best, you need warrior, expert, adept, and govern everything else with feats.
I don't say it's a bad thing, but it's not D&D. It should not be D&D. I like classes, and I want one decent game out there that uses them.
If I want only the most basic of classes, I can already play True 20.
I think well-defined classes are one of D&D's sacred cows, and I'm against the senseless slaughter of animals - sacred or not - and since the freezers are already full of meat, we can let this one live and refresh ourselves with its delicious milk!
| DracoDruid |
Since now, I don't see ANY well-defined classes.
And if you have a problem with making abilities into feats, why is this no concern regarding the fighter?
Than why not making every combat related feat (mainly all combat maneuvers) a fighter specific ability like the rogue talents?
Why is the fighter the ONLY class which has to SHARE his special talents?
And btw, I don't say make all class abilities into feats. But every so called class ability where you can choose between some feats AND some special abilities should be changed that way.
My favored example: Everybody can learn acrobatics. But only the rogue can learn how-to fast tumble? Why?
And what's that resiliency? Hello? For a rogue BUT NOT FOR A FIGHTER?
Right now, the rogue is just to much on the way into what the fighters territory should have been.
| Rezdave |
You end up in a game where classes have become obsolete. At best, you need warrior, expert, adept, and govern everything else with feats.
I House Ruled something similar when 3.0 arrived. I've always hated 2nd Ed. kits, Prestige Classes and so forth.
Clearly I did have to keep a few more classes to maintain some specific "flavor" elements, and because multi-classing still hasn't been perfected (the whole associated/non-associated thing).
But I do like the idea of opening up the Rogue with more "slots" like the Fighter. I think that Sneak Attack should be optional, since Rogue's can also be a Charisma-oriented class and I've had some great PCs come through my campaigns that traded Sneak Attack for other skills.
Just like you can play a STR-Fighter or a DEX-Fighter you should be able to tailor your Rogue Special Class Abilities to a CHA-Rogue vs. a DEX-Rogue ... IMHO.
My "open slot" system has seen Rangers swap the levels of Animal Companion and Combat Syle, Fighters taking Rage and so forth. I think it works well.
FWIW,
Rez
P.S. see linked posts for details on what classes I dropped (though I left Druid off the list) and how I value one ability vs. another
| KaeYoss |
I have a house rule myself that allows rogues to trade in sneak attack dice for bonus feats from their own list.
I'm just against turning everything (or even everything that can be chosen from a list) into feats, as it waters down classes too much in my eyes. I'd prefer the classes in D&D to really mean something. I want to be able to say: "Rogue's - they're the... 'tactical warriors '(cough*backstabber*cough) and masters of skills" and "Barbarians - they're the berserk warriors" and so on.
I'm not against class-less or near class-less systems in general, I just don't want D&D to turn into one.
| DracoDruid |
Sorry for that. Just saw Iron Man, and he didn't made a big deal about it. ;)
While I don't like the sneak attack thing as is, I think it should stay a class unique feature (ARRGH the pain!).
BUT: I really think, the Rogue Talents (as they are named in 3P) should point to general feats takable by any class meeting the prereqs (like fast crawl or jump up - or what ever the name was).
Furthermore I don't like the rogue being able to take combat feats with their bonus feats (Rogue Talents) since this just put's them too close to the fighter again.
The Rogue is no combat versatility trained class. She is about sneaking around, getting foe where it really hurts when they don't expect it. Let them be powerful when they do it, but don't let them be the second best combat class around (Optimisticlly thought, meaning the fighter as the best class, but I know they are not (yet))
| JRM |
My gut feeling is that there are a number of things that Rogues can do that fighters should be able to do. Why can't they defend themselves while surrounded by foes and deliver precision attacks that do more damage or deliver impairing effects?
Of course, if a fighter can do that they'll become a better melee combatant than a rogue, but then I feel they should be. Fighting is what the class is supposed to be all about.
When 3rd edition reworked the rogues as the sneak attack cuisinart I feel they put to much focus on the attack and not enough on the sneak. I'd like the rogue to be the character that slips through & around the front-line enemy to get the casters in the back while the fighter is there to try to stop them.
As for DracoDruid's rogue feat suggestion I feel it should go the other way - give fighters combat talents and fewer feats. The problem with the combat feats is it's all to easy for a novice player to nerf themselves by picking the wrong ones. I'd rather have the fighter have a selection of fighting paths to pick from which scale with level and are (approximately) balanced so, say, a fighter could pick Armour Mastery for DR, 1 H Weapon Mastery for Precision Attack, Shield Mastery for bonus AC and/or a free parry or whatever. You'd have to redesign the entire class for this, and add some parry rules so it's likely not feasible for the PRPG due to backwards-compatibility issues, but if I were building the game from scratch that's what I'd aim for.
As for the rogue, I think they need to be better at circumventing/evading magical abilities to be able to reach & neutralize the enemy artillery. They'd probably also need a mobility boost at higher levels as well.
| Rezdave |
While I don't like the sneak attack thing as is, I think it should stay a class unique feature
I allow Rogues to trade their Sneak Attack for other things, and allow other classes a lot of trading options as well, but SA remains a Rogue-exclusive. If you want to have some Sneak Attack then you need to multi-class.
Then again, I don't penalize XP for multi-classing. I just require that Players follow a "character concept" and if the multi-class is "concept-appropriate" then we allow it. If not then we don't.
I don't play with min/maxers, though. The PCs in my games are conceptually/developmentally optimized rather than stat/combat/game-mechanically optimized.
FWIW,
Rez
| KaeYoss |
Just saw Iron Man, and he didn't made a big deal about it. ;)
That's probably because no one liked him. So what would the villains do if they found out his secret identity? Go to the people he knows and trade things they hate about him? Abduct them and send IM a letter "If you don't come to the old factory at midnight, I'll let them go again!"?
BUT: I really think, the Rogue Talents (as they are named in 3P) should point to general feats takable by any class meeting the prereqs (like fast crawl or jump up - or what ever the name was).
At this, I'm not quite sure. Many of those things scream rogue. Rogues the uncanny, agile movers. It's something that doesn't increase damage output, and I agree that rogues should not just be about damage.
Furthermore I don't like the rogue being able to take combat feats with their bonus feats (Rogue Talents) since this just put's them too close to the fighter again.
On that I agree. That one option can be disappeared, since it's a bunch of general combat abilities. If it was a list tailored to the rogue's style (stealth, exploiting inattention, movement, skills), I wouldn't mind.
The Rogue is no combat versatility trained class. She is about sneaking around, getting foe where it really hurts when they don't expect it. Let them be powerful when they do it, but don't let them be the second best combat class around (Optimisticlly thought, meaning the fighter as the best class, but I know they are not (yet))
I'm still convinced that the fighter outfights the rogue. Even with sneak attack, the rogue can't quite match the sustained (and more reliable) damage output a fighter is capable of(he does his damage if he hits, without caring for initiative or flanking. And he's morelikely to hit to boot)
Then again, I don't penalize XP for multi-classing.
Neither do I. Pain in the back, needlessly limiting character concepts.
I don't play with min/maxers, though. The PCs in my games are conceptually/developmentally optimized rather than stat/combat/game-mechanically optimized.
You can do both at once. Well, maybe not true and total optimisation, but it's absolutely possible to create characters that are both quite effective and quite flavourful.
| JRM |
Hey JRM, I really like your ideas.
Thanks DracoDruid, getting the balance right for fighter-paths would be the problem, making sure a fighter with mastery of 1-Handed Weapons and Shield isn't vastly more (or less) effective than one with 2-Handed Weapons and Armour. But it may help return the fighter to an easy-to-use class.
Come to think of it, I can see one problem already - if they get more than two paths a fighter could have mastery benefits from a 1-handed weapon, shield AND armour while a 2-handed weapon wielder could just have weapon and armour. You'd either have to bump up the 2-handed weapon abilities, only let the fighter use two paths at once or restrict them to a maximum of two masteries in the first place, like in AD&D 1st edition where, If I remember my old Unearthed Arcana, fighters had a maximum of two weapon specialisations.
From reading the 'What do you think a HIGH level fighter should be capable of?' thread I'd also mused about adding Heroic or Superheroic abilities to higher level fighters for those who want to emulate Beowulf or Achilles, but that's a different matter.
Going back to Rogue, what sort of talents would help them get close to the wizard and shiv them? Slippery Mind, Dispelling Strike and Evasion are a start but I'm thinking something meatier would be in order as well like, say some ability to counter or dodge a spell as an standard (or immediate?) action. That seems to make more thematic sense than just giving them Spell Resistance, they just use their quick wits to substitute for willpower, or happen to know a magical hand-movement that counters the effects of that spell if timed just right.
Xaaon of Xen'Drik
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I like the rogue talents the way they are, I hope They make Ranger Talents, and Monk Training as well. These are the things that separate the rogue into a separate class...by giving them access to NON-feat abilities...
Later it would be easy to introduce new talents based upon regions, or races.
I don't want to see them as Bonus feat from X list.
I don't think weapon finesse should have to be taken as a general feat, it works perfectly as a "rogue" talent...
Remember it's not a Thief anymore, it's a Rogue...rogue come in many flavors...from the dabbler, to the shady swordsman.
| JRM |
I don't think weapon finesse should have to be taken as a general feat, it works perfectly as a "rogue" talent...
We are talking about the Pathfinder RPG version of the Rogue aren't we? Weapon Finesse is already among its Rogue Talents - see Finesse Rogue on page 24 of Alpha Release 2.
Xaaon of Xen'Drik
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Xaaon of Xen'Drik wrote:I don't think weapon finesse should have to be taken as a general feat, it works perfectly as a "rogue" talent...We are talking about the Pathfinder RPG version of the Rogue aren't we? Weapon Finesse is already among its Rogue Talents - see Finesse Rogue on page 24 of Alpha Release 2.
someone else thought that weapon finesse should be taken as a general feat, not as a rogue talent.