Rogues should be able to take Ninja Tricks


Ninja Discussion: Round 1

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seekerofshadowlight wrote:
Again, can anyone give me a reason other then ninja needs to be cooler, why these are anything but rogue talents?

Rogues don't have a Ki pool?


Even if the Ki abilities became "x times per day" (probably once) they would loose their versatility. That, IMO, would weaken them for the rouge.


And the ones needing ki pool are only that way because they are not currently talents. Most mimic major magic in one way or another but often better. The ki pool or lack there of is not even an issue.

They are barred from the rogue, just because. No reason other then the ninja needs to be unique, cooler and have better talents.

Again no other archetype does this, not even the samurai. And like it or not, mechanically it is an archetype{and smaller then some}. The name alone gave it the privilege of being called something else.

Again why are these not talents?


seekerofshadowlight wrote:

And the ones needing ki pool are only that way because they are not currently talents. Most mimic major magic in one way or another but often better. The ki pool or lack there of is not even an issue.

They are barred from the rogue, just because. No reason other then the ninja needs to be unique, cooler and have better talents.

Again no other archetype does this, not even the samurai. And like it or not, mechanically it is an archetype{and smaller then some}. The name alone gave it the privilege of being called something else.

Again why are these not talents?

Why attack the alt class, why not do something constructive and make a suggestion.

I think the perm ninja tricks should be taken off the class, make all the tricks cost Ki, then when ninja runs out of Ki, they become exactly what they should be a gimped rogue. The ninja remains mystical, and the rogue keeps their bag of tricks.


How am I attacking it? Since when is the truth an attack? It changes 6 things and has a total of 799 words{barring the tricks}, that is less then some archetypes, much less then some. The one alt class we have changes every single class feature and the spell list. So how is something that is less detailed and a smaller change then archetypes we have on the same scale as one that rewrites every ability?

It is not, so mechanically it is an archetype. like it or not.

I have given my suggestion but people want them not to be what they are for no reason. It does what no other class does, deny the parent class and other archetypes the new tricks just so it can be cooler. They have this thought that only a ninja should be mystical and have ablites that are common to many tropes and not just ninja's

And when I ask why, all you guys give me it "it is ninja" which is not a reason.


Actually no, being a ninja is no excuse. Nor have we ever said as such. As far as number of characters goes, you can use a lot of words to say very little. It is actually the impact of those words, and which mechanics that they change that defines archetype verses alt.


Shadow_of_death wrote:


If you mix talents rogue gets a ki pool (otherwise it is still two lists) that's one difference gone. Poison use is in a rogue archtype so you dont need ninja for that (another difference gone). they both have assorted weapon proficiencies. so that leaves us with no trace, light steps, and a capstone ability.

Umm, what? When did the base rogue class get a ki pool? If rogues get acces to ninja tricks, they simply won't be able to take the ones that require ki. Also, the base rogue class does not have poison use. Just because a rogue can get poison use by taking a different archetype, doesn't mean the rogue has that ability. Because by that logic, the rogue class has every single ability it could potentially have, from all the numerous archetypes already out there.

Shadow_of_death wrote:


That is barely an archtype, let alone an alternate class.

Perhaps you should glance through the APG, if you have it. Several archetypes only grant a single alternate ability. Heck, some archetypes don't grant any abilities at all - just a suggestion of some choices they should make (the totem barbarian I believe, or whatever it's called).

Shadow_of_death wrote:


A rogue living in Tian Xia should not be able to pick up ninja tricks, because if they could they wouldn't be ninja tricks, in other words why did you specify Tian Xia? If they werent abilities associated with a certain training that is obviously only supposed to be given to the ninja class

By your logic, a ninja living in Tian Xia should not be able to pick rogue talents, because if they could, they wouldn't be rogue talents. Yet many rogue talents make sense for a ninja (just as many ninja tricks make sense for a rogue). And I said Tian Xia, because it's the default "Asian" setting in Pathfinder.

A rogue living in Andoran should just as easily learn, for example, undetected sabotage or deadly range. These abilities are very rogue-like.

But I'm done with this topic. I've said my part.


The change is not all that much. There is simply no reason to put a wall between rogue/ninja talents when they are the same thing. It lessens support and is messy for no gain.

This is just like a barbarian archetype{ and James said alt classes are just big archetypes} no allowing it's mystic rage powers because you did not take the elemental rage archetype.

It hurts not only the rogue for no reason,it repeats and wastes space for no reason. It puts a wall between "better" and "ok" talents for no reason.


seekerofshadowlight wrote:

The change is not all that much. There is simply no reason to put a wall between rogue/ninja talents when they are the same thing. It lessens support and is messy for no gain.

This is just like a barbarian archetype{ and James said alt classes are just big archetypes} no allowing it's mystic rage powers because you did not take the elemental rage archetype.

It hurts not only the rogue for no reason,it repeats and wastes space for no reason. It puts a wall between "better" and "ok" talents for no reason.

How are they better they are limited use, and unlike all the rogue talents that are limited use they are all tied to the same pool.

Sure in a 15 minute day the ninja will outclass the rogue, but in a real day of adventuring the rogue would show up the ninja any day of the week.


Kenjishinomouri wrote:

Sure in a 15 minute day the ninja will outclass the rogue, but in a real day of adventuring the rogue would show up the ninja any day of the week.

I and a lot of other people disagree with this. Trading evasion for just mirror image once per battle is a big win for ninja.

I agree with seeker that getting rid of the distinction between ninja tricks and rogue talents is good for both classes. It allows ninja to have access to rogue talents as new books come out and allows rogues to access ninja tricks. Even without a ki pool, some of the ninja tricks are worth taking by rogues.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Kenjishinomouri wrote:


How are they better they are limited use, and unlike all the rogue talents that are limited use they are all tied to the same pool.

Sure in a 15 minute day the ninja will outclass the rogue, but in a real day of adventuring the rogue would show up the ninja any day of the week.

A lot of the rogue tricks that are ki fueled are better than (or at least equal to) the major magic rogue talent, which is usable once a day, and can't be recharged.

I've posted elsewhere, but to reiterate

Spoiler:

  • Darkvision: Lasts for an hour, so it's a 2nd level spell thrown by a first level caster, cost one ki.
  • Feather Fall: First level spell. Major magic, complete with the one free usage. Can be recharged with ki.
  • Forgotten Trick: Japanese Army Knife, costs one ki. Allows you to pull *any* combat feat or ninja trick out of the hat. Rules lawyers might argue you could use it to pull the rogue talent ninja trick to pull a rogue talent, but I'm sure that's not what they ment. costs one ki.
  • Pressure points: Ability damage + sneak attack. Free.
  • Shadow clone: Mirror Image, costing one ki. Again, a second level spell.
  • Slow Metabolism: Compared to delay poison This is likely a first level spell, or being generous, a cantrip. So again major or minor magic, unlimited usage.
  • Hadoken, er ki charge: half power fireball, costs one ki per use.
  • Smoke Bomb: slightly smaller than obscuring mist but capable of being thrown at range. It balances out. So again, rechargable major magic.
  • Choking Bomb: Like stinking cloud but not as incapacitating. So again, better than major magic, free use with recharge. (and if you want to argue that it has smoke bomb and poison bomb as a prereq, a) it can be augmented with poison, and b) major magic has minor magic as a prereq)
  • Sudden Disguise: a quickened disguise self with a shorter duration. Free use, with recharge. Again better than major magic.
  • Vanishing trick: quickened invisibility with a better duration than WotC's sudden invisibility from PHB2. So again, better than major magic, free use, rechargable.
  • Ventriloquism: Major magic, with a recharge.

  • So we have ninja tricks that are major magic over and over again, with recharge, and no prerequisites besides an accent. We have ninja tricks that flirt between second and third level spells, some of which *still* have free usages.

    They should all be rogue tricks. The ki powered ones would be balanced by the ninja getting their pool with the class (giving up evasion, or in my suggestion evasion and skill points/class skills, or a feat to gain a ki pool. (And remember, burning that feat isn't an entry fee. A longsword using rogue isn't going to take rogue finesse.)

    The Ninja still gets all their psionic focus tricks with a ki pool a ki packing rogue doesn't.

    continues to try vainly to stuff the inflatable ninja back in the archtype box, where he belongs.


    Most Ninja Tricks that don't relly in Ki Points should be just new Rogue Talents.

    I.e. Deadly Range. I can't think of any reason for making it ninja-exclusive.


    IkeDoe wrote:

    Most Ninja Tricks that don't relly in Ki Points should be just new Rogue Talents.

    I.e. Deadly Range. I can't think of any reason for making it ninja-exclusive.

    This. If something makes sense for both, welcome new Rogue talent!

    But water down the Ninja and his Ki for balance = Bad, IMHO.

    Just bring in more neat stuff for the rogue, if needed.


    seekerofshadowlight wrote:
    Again, can anyone give me a reason other then ninja needs to be cooler, why these are anything but rogue talents?

    Okay here is the plan, we scrap the ninja and make the "mystical rogue" archtype, this archtype loses over half the rogue talents (stay with me here) BUT gains a few mystical ones. (like climbing walls, and disappearing. Maybe with some kind of point function to activate)

    ^ great archtype I know


    Reading the playtest boards I don't get the feeling that the ninja is more powerful (although I don't bother with the arena stuff, as I feel duels like that have almost nothing to do with an actual campaign). The only one where I saw someone was much more impressed with the ninja was from a treasure starved campaign where his descriptions left me thinking that either the party had very poor teamwork or his rogue design was poor (he was outdamaged often by the ranger animal companion).

    The only thing I have seen that needs serious rebalancing is the capstone ability, and that is more due to the rogue having one of the worst capstones in the game than anything else.

    In the end I'll take the actual play results over the insistence that it is more powerful because of some accent it may or may not have.

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