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1 year ago ::
Mar 28, 2012 - 9:50AM
#1
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Date Joined:
Jun 22, 2007
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Rob revisits the idea of sneak attack and backstab in today's D&D Next conversation, but this time with a slight twist to the idea. After you've read the article and voted in the poll, come back here for the bigger conversation.
Trevor Kidd Community Manager
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1 year ago ::
Mar 28, 2012 - 9:57AM
#2
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Date Joined:
Sep 22, 2007
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I like the idea. I voted yes. Though I refused to accept Rob's genius since his rogue fighting technique is basically the pathfinder rogue. (Not that I'm against this).
I actually like the idea of giving all classes a slew of abilites to choose from (this is assuming the non basic versions that they are talking about). So do the pahtfinder get a "ability" every X levels for example. This can also help with the flattening of the math. That way the option aren't necessarily alot more powerful as you level. Instead you get more versatile and get to choose the order of class abilities you want
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1 year ago ::
Mar 28, 2012 - 10:09AM
#3
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I voted in the middle on this. I thin I'm undecided. lol.
I'm more concerned with the rogue having skill like talents that are not duplicated by casters.
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1 year ago ::
Mar 28, 2012 - 10:24AM
#4
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Date Joined:
Sep 22, 2007
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Thats a good point. I think in 5th the should really narrow up the realm of "what magic can do". so as not to step on the other classes toes so much
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1 year ago ::
Mar 28, 2012 - 10:46AM
#5
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Date Joined:
Aug 27, 2007
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While I like tricks, none of it seems to solve the 'rocket launcher flyswatter' issue; in the end, you pretty much need multi-target attacks to be relevant in a fight vs multiple foes.
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1 year ago ::
Mar 28, 2012 - 10:54AM
#6
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Date Joined:
Feb 10, 2007
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My brother and I were just talking about this the other day. We were in agreement that the rogue shouldn't be the only one who could do more damage in a flanking situation.
I'm glad to see that sometimes we're not totally out in left field.
The thing is, what will 10 levels of something other than sneak attack damage going to look like.
What kinds of bonuses or maneuvers would be useful to a 20th level character that they might wait that long to get?
What about those of us that would like to be able to play without a grid? How would giving them combat maneuvers look if the fight isn't associated with square blocks superimposed on the terrain?
Wouldn't weapon specialization be stepping on the fighter's toes?
Widgets sound interesting, maybe small bonuses to thief skills like opening locks and diabling traps, or circumstance bonuses to rogue related interactions with NPCs.
I guess these questions will be answered in the fullness of time.
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1 year ago ::
Mar 28, 2012 - 10:58AM
#7
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Date Joined:
Feb 12, 2009
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Thats a good point. I think in 5th the should really narrow up the realm of "what magic can do". so as not to step on the other classes toes so much
I'm gunna try not to jack this thread to hard but I hate this idea. Don't curtail magic. Curtail the caster. Magic can do anything. The caster is limited. The caster must make choices about what it will be able to cast at what capacity. The caster should be able to cast any spell, but it should only be able to cast a certain selection of spells well. The caster should have to chose which things it will specialize in. However this specialty should be somewhat fluid. Leave it up to the player not to step on another player's toes. Do not reduce options to stop the player from doing it. The player should be able to not do it on his own.
Back to the actual meat of this article though.
I have to say I sort of like the idea Rob suggests, and I answered yes because I do like the sound of it and wouldn't argue if that was the way it worked, but I would really like to test it out.
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1 year ago ::
Mar 28, 2012 - 11:07AM
#8
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Date Joined:
Mar 28, 2012
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I like the idea of backstab causing a host of status effects. It'd be nice to be able to do a little extra damage and then, as a rogue, choose to slow the target (hamstring slash), cause them excruciating pain (kidney punch), or daze them (sap or cosh).
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1 year ago ::
Mar 28, 2012 - 11:21AM
#9
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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I can see a rogue getting points in Sneak Attack and getting to spend these attacks against an enemy it has "attack advantage" against. Points might be spent as follows:
Bonus to hit: 1 point per plus (+5 max, this is over the usual bonus from advantage) Bonus to damage: 2 points per +1d6 damage (+6d6 max., this is over any othe rbonus from advantage) Trip: 3 points Slow: 3 points Push: 1 point per 5' pushed (15 feet max.) Avoid: 1 point (you don't provoke attacks by the enemy if you move away from it this round) Daze: 4 points
Etc.
This may be too complicated. though. A rogue at high level may say, "I'll give myself a +2 to hit, +3d6 damage, and I'll trip him... 11 points!
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1 year ago ::
Mar 28, 2012 - 11:22AM
#10
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Sounds like switch 10d6 of damage for 10d6 of damage plus cool tricks. So I voted for the 10d6+trick options, but still would like to see what combat advantage is.
I didn't recognize his genius.
République du Plateau, Montréal, Québec
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