If you could change one thing about the Rogue.....


Pathfinder First Edition General Discussion

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Scarab Sages RPG Superstar 2011 Top 32

Hm . . . maybe a "Luck Pool" similar to the Magus' arcane pool (but with bonuses based on the Rogue's dexterity modifier).

At first level, luck points could be burned to temporarily increase attack rolls, dodge bonuses, saving throws, etc.

Maybe every couple of levels after that a certain "tier" of Rogue talents would be unlocked and made available for the Rogue to pull from when needed by burning luck points.


I'd lose the idea that 'trapfinder' is a needed role in a party.

Traps are awful in implementation, as is, they don't work. Either they can be replaced with a sign that says '-2 charges from your healing wand', or a sign that says, 'other olayers, take a 20 minute break so rogue has something to do'


Traps shouldn't be used on their own. They belong as part of a larger encounter, such as a minefield you have to cross while under fire from a dozen archers, or a lock you need to pick while fighting skeletons in a flooding room.

Traps are a genuine thing, like it or not. You could make much the same complaint about certain social encounters, if the party has only one face.


^I like your idea, but I haven't seen it used much (any?) in actual modules or Adventure Paths. And you'd think it would have gotten more coverage in adventure movies . . . .


I like the suggestion that the Rogue get perks based on deception (bluff, disguise, etc.) and consider that I'd give the Rogue Improved Feint automatically just as a class ability rather than a Feat.

I don't feel they should get full BAB because they are not meant to be a primary fighter.

And bonuses to any deception-themed skills, scaling with Rogue levels, so that even another Class that gets Rogue skills would not be on a par at comparable levels. (To make the Rogue "better" - more capable - than any other Class at them.)

Dark Archive

Otherwhere wrote:
I don't feel they should get full BAB because they are not meant to be a primary fighter.

One thing I did in my home game (before dumping PF as system) was that I gave Rogues full BAB with Rogue listed weapons. That made them on par (somewhat) with Fighters in the to-hit area when they used the lighter weapons associated with their class.

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Otherwhere wrote:
And bonuses to any deception-themed skills, scaling with Rogue levels, so that even another Class that gets Rogue skills would not be on a par at comparable levels. (To make the Rogue "better" - more capable - than any other Class at them.)

Another thing I was working on - again, before I dumped PF - was not a bonus system (I hate +X skill systems) but a Rogue skill enhancement system. At skill rank X, Rogues get Y when using Z skill. Y being different from what all the other classes get.

Part of the problem with 3.X gaming is that the skill system is binary +/- X (mostly pluses), so if you can squeeze out those pluses you in fact become better at the skill - even if that increase is due to situation, magic item, spell (ugh - worst offender). By giving them an alt skill function list I was working on putting back into the game some skill protectionism - both for the class in question and within that class at higher skill rank. So a higher level Rogue with more ranks could do more things than a lower level/ranged Rogue.

Also had something similar in the works for Martials on the skill side for the various classes - then I realized that life is too short and I dumped PF altogether.


Auxmaulous wrote:
then I realized that life is too short and I dumped PF altogether.

Out of curiosity, what are you playing now?

Sovereign Court

Otherwhere wrote:
I don't feel they should get full BAB because they are not meant to be a primary fighter.

First - they still would be several points behind a fighter in accuracy. They lack weapon training, eventually GWF, or all of the other feats which make fighters more accurate.

Of note - rogues are currently the only base class in the game without either full BAB or spellcasting. (Alchemists count as spellcasters in my book, and monks fake full BAB pretty darned well, not to mention that quiggong lets them fake a few spells besides.)

Dark Archive

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Kirth Gersen wrote:
Auxmaulous wrote:
then I realized that life is too short and I dumped PF altogether.
Out of curiosity, what are you playing now?

Working on beta testing a heavily revised 3rd ed Gamma World game (cir 1985-86). Most of Chargen is finished (races, training, occupations, edges and drawbacks), Combat system is done, now running an adventure where we are developing and testing a revised mutation system (which is an aspect of mutant humans and animals - so still part of Chargen). A bit too much on the plate for me right now -still need to write up a few hundred individual mutations (with player help and testing) format the new rules AND write and run an entertaining module to actually test the rules in.

So I have some down time from that system - when I basically am in heavy writing mode where we fall back to 2nd ed AD&D (with some revisions and takeaways from 3.x/PF - very few). I may run a 7th ed Call of Cthulhu or another Chill game (which requires too much research, so probably not that).

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There were many things that attracted me to 3.X - as a DM: modular monster stats, templates - everything from the creature side. The game from a player side - skill system, spells, +X trumps class or specialization - makes the game pretty much impossible to revise since these are core considerations. This is also ingrained into the spell system and as such the magic item system (which are just spells in items).

All that being said I would say that the +X is the biggest contributor to the "life is too short" comment. This is me being very literal and exact - mid to high level combats took several minutes for the players to prepare - let alone run (hours). Ticking down multiple bonuses that stack - just too much work for too little a payoff.

Anyway - you already know all the complaints Kirth, just stating them again for those who may not.


the 'takes too long' bit is a main reason why i make sure my players and i have all our math sorted BEFORE the game, to prevent eating time with unnecessary calculations and spell list checking (because people with spells and people with minions are the worst offenders).

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also, not to derail too far afield; for lighter/faster games not tied to PF, i use a rather rules-light frankensteined homebrew system: nWoD-style 'stat-plus-skill-plus-misc' success checks (using d6s that later expand to d8/10/12 based on a player's 'tier') for the little crunch behind the roleplay (a character's mechanical 'sheet' can fit on a 3x5 cue card, which makes bookeeping a breeze).

i've currently got it set up at our table that every player has a 'buddy' who can chip in on descriptions on critical successes/failures to shave down on me and the other players have to do (pretty much the only work i have to do is stat any enemies they might encounter), which is working rather nicely.

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