Rogue Signature Skill


Homebrew and House Rules

Verdant Wheel

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Rogues have too many skills. This exchanges breadth for depth.

Initial Proficiencies
Trained in Stealth
Trained in the skills granted by your Racket
Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Instead of 7 skills, this pairs them with Bard, Monk, and Ranger, in terms of "free" skill selections. Skills are so much more consolidated now that the legacy of "rogues get 8 skills" doesn't make sense anymore. This also gives an incentive for Rogue to actually invest in Intelligence meaningfully.

Signature Skill
Choose one skill you are trained in. You gain expert proficiency with that skill at 1st level. At 5th level, your proficiency with your signature skill improves to master, and at 13th level, to legendary.

Paralleling the progression of Fighter's weapon proficiency, 1st, 5th, 13th. Fighters are unique in that they are always ahead of the pack with weapons. Rogues now parallel that with a single skill. Also brings the concept of "signature skill" back, which was abandoned between the playtest and the final version of the game.


I concur with the to many skills thing. I like your idea.


Hasn't the rogue already 1 skill per lvl instead 1 every 2?

Seems enough.

A rogue becomes legendary in 6 skills ( and master in 1 if you take a dedication which gives expert in a skill ) while any other class gets only 3 skills legendary rank.

So a rogue already has 100% more.

Verdant Wheel

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Sure, you could take extra Lore skills.

But the idea here is that, like the fighter getting early access to increased training proficiency in weapons, the rogue chooses a single skill to excel at, and is always 1-2 levels ahead of the curve.

(For comparison, other classes can become expert/master/legendary at 3/7/15).

Cheers!


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I don't like the idea of the Rogue being able to outskill someone just by virtue of being a rogue.

The current skill gap is only really tenable because it makes them good at more skills rather than just flat out better.

Verdant Wheel

Squiggit,

Do you feel the same way about fighters and martial weapon proficiency?

Or monks and unarmored proficiency?


rainzax wrote:

Squiggit,

Do you feel the same way about fighters and martial weapon proficiency?

Or monks and unarmored proficiency?

Not really an accurate comparison, as a fighter's enhanced proficiency is more or less their equivalent to a barbarian's rage or ranger's hunt or rogue's sneak attack or swashbuckler's finishers. The numbers don't always quite shake out that way, but they're all essentially built to be different ways to accomplish the same goal.

Your proposal just gives rogues an unequivocal advantage in an area of the game where classes are otherwise designed to have at least some degree of parity with each other.

I agree it can be frustrating to essentially run out of skills, but giving rogues breadth rather than power is a good way to make them feel like exceptional skill monkeys without necessarily leaving them invalidating other characters' skill builds through raw numbers.

Sovereign Court

1 person marked this as a favorite.
Squiggit wrote:
rainzax wrote:

Squiggit,

Do you feel the same way about fighters and martial weapon proficiency?

Or monks and unarmored proficiency?

Not really an accurate comparison, as a fighter's enhanced proficiency is more or less their equivalent to a barbarian's rage or ranger's hunt or rogue's sneak attack or swashbuckler's finishers. The numbers don't always quite shake out that way, but they're all essentially built to be different ways to accomplish the same goal.

Your proposal just gives rogues an unequivocal advantage in an area of the game where classes are otherwise designed to have at least some degree of parity with each other.

I agree it can be frustrating to essentially run out of skills, but giving rogues breadth rather than power is a good way to make them feel like exceptional skill monkeys without necessarily leaving them invalidating other characters' skill builds through raw numbers.

If you don't feel it is as accurate a comparison because it's limited to specific weapon groups, what about saying the Rogue's Signature Skill can only be Stealth or a Skill from their Racket (Intimidation for a Ruffian, Deception or Diplomacy for a Scoundrel, and Thievery for a Thief) This would thus limits the Rogue to specializing in Roguish skills, not just any trained skill.


Squiggit wrote:

I don't like the idea of the Rogue being able to outskill someone just by virtue of being a rogue.

The current skill gap is only really tenable because it makes them good at more skills rather than just flat out better.

Agree.

And since the number of skills is neither that high nor legendary is necessarily needed, a rogue already has everything he needs.

And If you woukd, you could build a perfect ruffian/scoundrel/thief template with 6 skills.

Giving them even extra stuff, while a rogue dedication implies that you invest 1 class feat to gain

Quote:

Skill MasteryFeat 8

Archetype
Source Core Rulebook pg. 229
Archetype Rogue
Prerequisites Rogue Dedication, trained in at least one skill and expert in at least one skill
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.

Special You can select this feat up to five times.

Would hurt the current balance.

To me, one of the major issues is that players tend to think that they need legendary rank in all skills they master, and instead having master in some skills is something not worth it.


HumbleGamer wrote:

Hasn't the rogue already 1 skill per lvl instead 1 every 2?

Seems enough.

A rogue becomes legendary in 6 skills ( and master in 1 if you take a dedication which gives expert in a skill ) while any other class gets only 3 skills legendary rank.

So a rogue already has 100% more.

The rogue, unless I've missed something, can only get Legendary in 5 skills rather than everyone else's 3. Unless there is an option I've missed.

Rogues are still subject to the rule they can't take a Legendary skill increase until level 15, meaning they only get 5.

Still, your point largely remains that rogues have the most skills.

But I honestly wouldn't mind letting rogues get early access with 1 skill in addition to having the most skills at highest levels of proficiency. But the rogue also isn't in a bad spot either.

My rogue in my group is tied for about the largest number of skills, but I have int of 10 and haven't really invested in skills beyond the rogue kit (int 10), though I do have the Human trait Untrained Improvisation which effectively makes you trained at all skill -2 points.

I do generally prefer depth rather than breadth, but the rogues not in a bad spot in my opinion.


Claxon wrote:
HumbleGamer wrote:

Hasn't the rogue already 1 skill per lvl instead 1 every 2?

Seems enough.

A rogue becomes legendary in 6 skills ( and master in 1 if you take a dedication which gives expert in a skill ) while any other class gets only 3 skills legendary rank.

So a rogue already has 100% more.

The rogue, unless I've missed something, can only get Legendary in 5 skills rather than everyone else's 3. Unless there is an option I've missed.

Rogues are still subject to the rule they can't take a Legendary skill increase until level 15, meaning they only get 5.

Still, your point largely remains that rogues have the most

Lvl 1 skills trained

Lv 2 - lvl 6 = 5 skills to expert

Lvl 7 to 14 = 5 skills from expert to master. 1 skill from trained to master. 1 from trained to expert ( or expert to master if you have the dedication which gives you expert in one ).

Lvl 15 to 20 = 6 skills from master to legendary.

I tried different classes and builds and really, with so few skill points progression is really hard to balance it out.

A rogue is already epic because of extra skills and extra skill feats ( I also forget to say that even if a class takes rogue dedication for extra skills, that class will always have 3 legendary ranks while a rogue will have 6. Or better, they are the only class with that possibility ).


Mea culpa. I've been working too many hours and not getting enough sleep the last few weeks. I don't know where my head was at on that math.

I think I didn't get past the skill increases from levels 2 to 6 which, to pay attention that you get enough from 7 to 14 to get a 6th skill up master, assuming that you start with at least 6 trained skills, but you start with 7 trained.

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