
BigNorseWolf |

BigNorseWolf wrote:You've sucked for 14 levels, have a cookie > you've sucked for 14 levels, no cookie for you.
This is my point, why suck for 14 levels at all? Many (most?) players never get to 14th level. So there is no cookie ever.
If it's broken fix it right, not some oddball patch late in the game, that's just bad game design.
But we are discussing the cookie here. Cookie good.

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There are also feats like Improved Feint that allow a rogue to sneak his enemy if he can't flank him.
Are you're advocating a stationary rogue that only takes a single attack? And still you're not going to SA someone with concealment (which is only a potion of blur away).
The idea is, that the difference between a rogues main-hand and off-hand damage won't be that great.
Don't play a rogue for DPR, you'll only be disappointed (or quickly run out of money *then* be disappointed).
If you only attack for damage you're not thinking things through. Other common reasons to attack: Any rider effect, redirect enemy attacks, discover DR, etc...
In many cases, TWF actually increases the chance of hitting the enemy.
Are you're advocating a stationary rogue that doesn't move to help the main combatant?
So it's not a good choice because of your houserules.
Given that further enhancing specific items is a house rule I see no problem here.
Jadeite wrote:I'd say the rogue is to 'skill' classes what the rogue is to 'combat' classes. It might look impressive on paper, but in actual play, other classes are much better in this area.I'm not sure how you figure rogues look good as a combat class, they're not intended to be primary combatants (even if they can do in a pinch).

Cartigan |

Cartigan wrote:NotMousse wrote:5' corridor.Tumble as a class skill.You sure that Tumble is a class skill?
Even though Acrobatics is a class skill (and my rogue's is pretty high) it's far from a sure thing to tumble through someone's square *and* have only one opponent in the corridor.
So the myriad opponents are going to line up nose to tail in a 5 foot corridor to fight your party one at a time?

Kierato |

NotMousse wrote:So the myriad opponents are going to line up nose to tail in a 5 foot corridor to fight your party one at a time?Cartigan wrote:NotMousse wrote:5' corridor.Tumble as a class skill.You sure that Tumble is a class skill?
Even though Acrobatics is a class skill (and my rogue's is pretty high) it's far from a sure thing to tumble through someone's square *and* have only one opponent in the corridor.
*lightning Bolt!!!*

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Kierato wrote:*lightning Bolt!!!*Sure, if you don't mind zapping your allies, or your caster is second in line behind the rogue (who will likely evade it completely).
That is what Selective Spell is for. "Jumping" Lightning bolts!

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Are you're advocating a stationary rogue that only takes a single attack? And still you're not going to SA someone with concealment (which is only a potion of blur away).
In many cases, a single sneak attack is more effective than a full attack without sneak, yes.
Don't play a rogue for DPR, you'll only be disappointed (or quickly run out of money *then* be disappointed).If you only attack for damage you're not thinking things through. Other common reasons to attack: Any rider effect, redirect enemy attacks, discover DR, etc...
Sure, the rogue has some rather interesting riders. Which are activated by sneak attacks ...
You might have missed it earlier, but TWF increases the chance of hitting unless they are below 70%.
Are you're advocating a stationary rogue that doesn't move to help the main combatant?
What? I'm advocating to ignore rogues until they are fixed. It worked with barbarians, after all.
Given that further enhancing specific items is a house rule I see no problem here.
The following weapons are usuallyconstructed with the properties described here. You can increase the enhancement bonus of these weapons or add more special properties just as you would for any other item.
I'm not sure how you figure rogues look good as a combat class, they're not intended to be primary combatants (even if they can do in a pinch).
Many SA dice, many skill points. Some people are easily impressed by such things. There are still people claiming that warlocks are overpowered.
And just to be clear, I don't share this sentiment. In my opinion rogues aren't very good in combat and aren't very good with skills, either. So, what I'm advocating is rather simple:Don't play a rogue. Play are ranger or a bard instead. Enjoy your versatile skills and your general usefulness.
Therefore, I have no reason to take one of the few things that make their miserable existence a bit less miserable away from them.

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In many cases, a single sneak attack is more effective than a full attack without sneak, yes.
In which you still need a bluff that that will routinely beat a DC of 10+your level (or higher), and you still haven't addressed that SA is simply shut down by a potion of blur.
Sure, the rogue has some rather interesting riders. Which are activated by sneak attacks ...
Poison and weapon abilities (the most common riders I've seen) have nothing to do with SA.
You might have missed it earlier, but TWF increases the chance of hitting unless they are below 70%.
Aside from the math looking bad you also need 2 magic weapons to make this viable, which means you're going to be at least an overall -3 when TWF as each weapon will have an enhancement bonus one less than you could afford otherwise.
I'm advocating to ignore rogues until they are fixed.
Then why are you in this thread? If you want nothing to do with rogues fine, but to argue something when you have no reason to smacks of
The following weapons are usuallyconstructed with the properties described here. You can increase the enhancement bonus of these weapons or add more special properties just as you would for any other item.
Where is this quoted from?
Many SA dice, many skill points.
Skill points have very little to do with combat, and the middling BAB indicates that attacking shouldn't be your primary option.
Therefore, I have no reason to take one of the few things that make their miserable existence a bit less miserable...
At 11th level. 8th if you decide to have the SoS and practically nothing else.

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Skill points have very little to do with combat, and the middling BAB indicates that attacking shouldn't be your primary option.
I'm sorry. English isn't my first language. What I was trying to say is that some people think that rogues are strong in combat because they have all those SA bonus dice. Similar to that, some people seem to think that rogues are great with skills because they have many skill points.
Oh, and when 3.5 taught us one thing, it's that you should not judge the fighting prowess of a class by its BAB.The quote is from the Magic Item Compendium.