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Switch to Forum Live View Rogue needs to be rethought
7 months ago  ::  Oct 30, 2012 - 7:17PM #1
JackOfAllParades
Date Joined: Aug 28, 2007
Posts: 14

It's really coming together except, Wow!, I do not like the Rogue design now at all.  Here's the thing:


It might arguably mechanically represent what we want the rogue to be good at, but in this incarnation, it doesn't have anything that is mechanically unique to playing a rogue.  


I would argue that the four core classes should each have their own core mechanics.  Other classes can then do riffs and twists on these core mechanics.  For example Paladins might uses the fighter's expertise dice, and Sorcerers might use Wizard style vancian spell slots.  But the Big Four should each have a unique mechanic design that frames what they do best.  


For the Fighter, Expertise & Maneuvers are a slam dunk, as long as you keep those things unique to the fighter.  For the Wizard vancian spell slots.  For the cleric, its the ability to heal first, but there is also a nice mechanical destinction in the fact that they can cast different spells on the fly, and these domains are great. Incidentally, I am a huge fan of the Deity Archetypes design - Fantastic.  So I am giving a big thumbs up to the current Fighter, Wizard, and Cleric designs...  


For the rogue the goal is Skill expert and a more opportunistic approach to combat.  The problem is that every other class needs access to skills.  So it’s hard to make being better at skills feel truly mechanically unique to the rogue - but not impossible.  I think being able to use skills in more fundamental ways - for example without disadvantage in combat is better / more iconic / simpler than using expertise dice.  But the Rogue has also always had a different fighting style than the fighter.  It’s what you called being a "Striker" in 4th edition.  Sneak Attack could be better or broader but it is still the best D&D mechanic so far to express in general terms that situationally a Rogue can be more deadly in combat than a fighter, but needs to set up a situational advantage.


Expertise Dice and Maneuver mechanics are better if they more specifically represent the training only a fighter has from focusing on combat first (not skills).  Giving the rogue expertise dice, does two very bad things.  First, it takes the great new mechanic formerly unique to the fighter and gives it to some one else.  Expertise is a great design that solved the problem of representing a Fighter's combat training and versatility.  I love the elegant Maneuver design in this packet - but only for the fighter.  You took the fighter's shiny toy and immediately made them share.  That's no fun.  Second, this makes the rogue feel like a second class fighter in combat.


To use a Magic the Gathering buzzword, Sneak Attack is "strictly worse" than Deadly Accuracy.  That Stinks!  In magic card A is "strictly worse" than card B if there are absolutely no situations in which you would rather draw card A than card B.  Well, there are no situations in which you would rather have the Sneak Attack maneuver than the Deadly Accuracy maneuver.  Now, when the Rogue painstakingly sneaks through the sleeping goblin camp to deliver his killing blow to the chief, the fighter simply shrugs and walks right up to him and does the same thing without all the fuss.  


Why then, in the world these two central mechanics represent, would any character choose sneaking over swordplay?


You need at least one or two mechanics that make the other party members say, “good thing we brought the Rogue.”  The burglar, sneak, trickster, spy, assassin, ruffian, scoundrel archetype deserves it’s own special thing.  I believe that means back to the drawing board on this Rogue.



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7 months ago  ::  Oct 31, 2012 - 5:26AM #2
Savant1974
Date Joined: Jul 16, 2012
Posts: 82
It does appear that, since the rogue gets the same expertise die advancement, that it's inheritly weaker. Sneak attacks can happen more often now, but it's still not going to be any better than a fighter than can do the same or more damage without restriction. 

There's something to be said for a unique mechanic for each class, but not just for the sake of it, only if a better, more appropriate system can be thought of. This iteration comes down to the rogue's maneuvers to set it apart from the fighter. I'll have to give it a test before I can say anything beyond conjecture at this point, though. 

I love the expertise mechanic, and I don't care if it gets spread around btw. Consider expertise dice as currency; it's what you buy with it that counts.
Epic fantasy action adventure! - free ebook
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7 months ago  ::  Oct 31, 2012 - 5:36AM #3
Olrox17
Date Joined: Jul 23, 2010
Posts: 992
Yeah, the rogue seems to be this packet's epic fail. It's just a disappointing class overall.

I also loathe that the rogue is the only one who's proficient with thieves' tools. There's a background called Guild Thief, that even gives thieves' tools as starting equipment. So, a fighter with the Guild Thief background is not proficient in the tools of his job. That's terrible.
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7 months ago  ::  Oct 31, 2012 - 7:34AM #4
Smiling_DM
Date Joined: Feb 7, 2008
Posts: 3
My group agrees - latest Rogue changes are terrible.  We revised existing characters from previous playtest packet, and the Fighter and Cleric, while having some small changes, where essentially the same.

The Rogue was not - and really killed the joy of the character.  His comment "So basically, I am just a variant Fighter now with fewer HP".

Expertise dice for the fighter was good and addressed the critics of "the fighter is boring".  More does not mean better.  Keep the mechanic to the fighter.

The skills for the Rogue were also a problem - while he got more skills, he only received one of the now 3 perception skills in the new skill list.  He can disarm those traps, but has no skill in searching for them.  My thought is this that the fix is not the Rogue, but the skill list (which was also a big disappointment) - but that is of topic.

I think the real problem is the expectation of Sneak Attack - while it is a legacy ability of the Rogue, I think it would be better handled as a Specialty - such as part opf a re-written Slayer specialty (that way a player can choose to have sneak attack - or not).  By removing Sneak Attack from the equation, the Rogue Class Abilities can focus on Skills and Mobility (which are classic Rogue tropes), and leave the fighting/damage/striker nature to be based on player choice of Specialty.

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7 months ago  ::  Oct 31, 2012 - 8:12AM #5
Gwathir
Date Joined: Feb 9, 2012
Posts: 529
I really like the idea of Expertise dice for the Rogue, I just think some of the manouvres (especially Skill Mastery) need work. I also think they should start with more then one.
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7 months ago  ::  Oct 31, 2012 - 8:55AM #6
TopCheese
Date Joined: Jun 15, 2012
Posts: 49
Expertise dice for the Rogue is a good option I think. However I think sneak attack needs to be tweaked.

Perhaps... Something like this...

At level 1, 6, and 9 you gain an adittional ability when using sneak attack. Roll any dice and reroll all 1s and 2s also you gain an additional effect to the enemy (no save).

A: Slowed: Creature's speed becomes 2 for a number of rounds equal to the ammount of Expertise Dice used.

B: Blinded: The creature is blinded for a number of rounds equal to the ammount of dice used.

C: Weakened: The creature's dmg roll is minimized for a number of rounds equal to the number of expertise dice used.

This would give us a martial controller skill type of fighter who isn't all about dmg BUT can put the hurt/status on the creature.

(Please note I'm on my phone so this may need to be edited lol)
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7 months ago  ::  Oct 31, 2012 - 9:06AM #7
AquaticSpaceChicken
Date Joined: Dec 21, 2005
Posts: 142

Oct 31, 2012 -- 8:55AM, TopCheese wrote:

Expertise dice for the Rogue is a good option I think. However I think sneak attack needs to be tweaked. Perhaps... Something like this... At level 1, 6, and 9 you gain an adittional ability when using sneak attack. Roll any dice and reroll all 1s and 2s also you gain an additional effect to the enemy (no save). A: Slowed: Creature's speed becomes 2 for a number of rounds equal to the ammount of Expertise Dice used. B: Blinded: The creature is blinded for a number of rounds equal to the ammount of dice used. C: Weakened: The creature's dmg roll is minimized for a number of rounds equal to the number of expertise dice used.




Good idea.

D: Quieted. The creature cannot speak louder than a croaking whisper for a number of rounds equal to the number of Expertise Dice used. (This so the guard who isn't killed can't yell out the alarm)

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7 months ago  ::  Oct 31, 2012 - 9:16AM #8
TopCheese
Date Joined: Jun 15, 2012
Posts: 49
One thing that bugged me in 4e was there wasn't a martial controller (until recently) and when PHB 1 came out I was a bit disapointed that the rogue wasn't a controller focus martial type (I know I know he is slightly controllerish) but there is so much potential for the rogue.

I love quieted, spell casters beware!

E: Dizzy: Due to a blow to the head the creature's next move action is off balanced and the rogue directs the creature's direction. Roll any number of expertise dice and move the creature in any direction a number of squares equal to the highest single dice roll. This movement takes the creatures next move action...

Ok this one needs to be worded better but I'll deal with that later when I have a real keyboard.
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7 months ago  ::  Oct 31, 2012 - 10:57AM #9
NightsLastHero
Date Joined: Feb 22, 2012
Posts: 968
I would prefer the rogue to not have expertise dice. It's nice to have those as a fighter only thing. And it seems that the rogue's skill mastery is still overpowered. Personally the skill mastery thing should just be dropped from the face of the earch.
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7 months ago  ::  Oct 31, 2012 - 11:26AM #10
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,528
It's not the CS dice making rogue awful, it's the implementation.
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