| The Shaman |
The idea that rogues aren´t really up to par has been floating here for a while, and I definitely believe there is something to it. The rogue does need something extra, and while the ninja archetype isn´t quite what I was looking for, it sounds like a solid start. The thing is, the ki mechanic feels a bit supernatural, and I´d rather rogues had something to do with opportunism, creative solutions, or just plain luck.
So my idea is, 3.5 introduced a similar mechanic for the Factotum class in dungeonscape with the inspiration points. They allow the character to use a certain amount of points (recharged per encounter, I think) to receive momentary boosts - to attack, defense, damage, bypass defenses, etc. The idea seems to suit the rogue just fine.
So my question is, do you like the idea of giving the rogue inspiration points or something like it, and how do you think it would work best? The Factotum, unlike the ninja, gets his mojo on an encounter basis, and it is based off intelligence rather than charisma. I am tempted to take the mechanic wholesale (except the spells - the IPs can be tied in the minor/major magic talents instead), but it seems like it may be a bit too much boost. Or am I wrong?
P.S.: Since the mechanics are detailed in WotC book, I am not sure just how much detail I can give about them here. Would giving actual figures be ok?
| williamoak |
I would tend to favor the whole "called shot" style of fighting; since rogues are (arguably) more nimble and more accurate, and they know where to hit people so it hurts most, they should get serious bonuses when they say "I'm gonna slit this guy's throat".
Dont know about the whole factotum thing. Seem similar to the magus's Arcane pool ability. It would have to be pretty well managed (as in, have abilities that represent the rogue well) but it could work. Not quite sure how though
Drannor Hawksley
|
I like the idea, but instead of flat bonuses to stats, I would rather alter the flow of combat (or out of combat).
Things like extra attacks, bypass DR/AC, invoke AoO, reroll and take better result (lucky theme applied here)...
This would be very similar to ki, grit, etc.
I would base it off of intelligence myself.
| Kolokotroni |
I would be glad to see the rogue get a resource that lets them do something 'above and beyond' but I would say it ought to be a per day mechanic not per encounter. The rest of pathfinder is per day. Its better if everyone is on a similar clock, otherwise you run into problems, its part of the problem that rogues and fighters already face, sure they can go longer but that is 'balanced' against the fact that they can do it all the time, and they end up a bit less then what the other classes can do with their resources, but generally when the wizard is out of spells, the paladin has no smites or lay on hands, and the cleric is out of channels and spells, the party stops anyway, so the longevity doesnt really come into play. Putting them all on the same footing makes things more managable both from a design standpoint, and from a gming standpoint in terms of pacing.
| The Shaman |
It certainly seems to be how most things go, and likely something that could be adapted. Plus, we have instances of a replenishment mechanism for similar mechanics (monk ki, gunslinger grit etc).
Still what do you think the rogue "mojo" should allow them to do? IMO the factotum inspiration works fairly well, but I'd like to see some more feedback.
(also, seriously, would it be okay to more or less write what it does, so people have a better idea, or would that violate WotC IP?)
| Kolokotroni |
What should it do is an interesting question. It depends on your idea of a rogue. Things that come to mind:
1. Reskining of vanishing trick. Sure alot of people want to shy away from 'magical' things for the rogue, but the ability to not be seen is a key concept for the rogue. It could be hide in plain sight instead of ninja vanish, but the rogue should still have a means (I think) to be nearly undetectable even without cover/concealment. Stealth is what they do.
2. Make an opponent flatfooted 'Hey look over there' Swift action dc 10+1/2level+int will save or be flatfooted for the remainder of the rogues turn.
3. Temporarily disable equipement. Things like cutting straps on armor, or striking the wielding hand of a weapon or shield. Not a full sunder or disarm, but an effect that limits their use for a turn or two.
| The Shaman |
Hide in plain sight is nice for an advanced talent, but I wouldn't want it to be a vanishing trick-like maneuver. 2. sounds good too, but I think 3. falls too far in combat maneuver territory to be a separate maneuver. Instead, I'd prefer to swashbuckler archetype to get a bonus to various CMBs (like the lore warden fighter), since fancy moves are the bread and butter of swashbuckling.
Ok, here are some of the Factotum inspiration tricks imo could suit rogues, I hope they are not too detailed. Assume inspiration points at the same level and rate as ninja or monk ki, and based off charisma rather than intelligence (imo it suits rogues more than intelligence, as here it focuses on luck and opportunism). These are free actions unless stated otherwise, and options other than the first 2 are unlocked with levels.
- spend a point to give you your charisma bonus to an attack or damage roll or a save
- spend a point to give you your charisma bonus to a knowledge check (this is more typical for the factotum, but quick thinking about weaknesses or details is also useful for a rogue)
- spend a point to gain charisma modifier to AC vs one enemy for one round.
- spend a point to add sneak attack damage
- spend 3 points to take an extra standard action
- spend 2 points to ignore SR or damage reduction
- spend 4 points as an immediate action to ignore a blow that would put the character under 0 HP (1/day only).
As you see, they aren't hugely powerful, which ties in with them refreshing every encounter. Still, these are the sort of generic, but useful things I can see a rogue getting, possibly scaling with level rather than the charisma bonus. Also, I think it could work out fine if the minor/major magic and other per-day talents are keyed off your inspiration points.
rainzax
|
i'm working on this
whatever you do, i think it is important that it have a different feel than monk ki, ninja ki, and gunslinger grit.
it's not so much about mechanical bonuses as it is about getting more out of already existing class features (namely sneak attack and rogue talents)
instead of INT (or CHA) + 1/2 level, you could, like Grit, just use INT (or CHA) flat, and let it go up and down like grit, from say 1) dropping a worthy foe via sneak attack or 2) confirming a natural 20 on a high-risk skill check.
(critting a skill check, complete with confirmation roll, now there's an idea!...)