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2024-05-01, 09:36 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Something no one has thought to mention yet... but as much as the evil villain organization doesn't trust you, the PC, they also don't trust each other. They're all a bunch of self-serving back-stabbers when you get right down to it.
You know what a bunch of people who work together but don't trust each other aren't going to be surrounding themselves with? A bunch of mind readers and true seers.
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2024-05-01, 10:14 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
You mean like, githyanki, drow, illithids, fiends, liches? ...all of which have mind reading or truesight or other divination present in the statblocks for creatures up and down their evil hierarchies? Evil orgs that don't trust each other are more likely to rely on magic to test their minions and allies.
But the point more generally is that pretending to be a random person who they've never met before might get you in the door, but that's about all its going to do as far as infiltration. Pretending to be a random evil swordsman might get you a job with the lich, but they're not going to tell some hireling everything about where their phylactery is stored. There's going to be like. Locks. Encrypted journals. Relationships you need to build. If you just want to get in the door, that's really just... not that hard.
The main advantage of this ability is maintaining a cover for a really long period to become a mole and build up to getting really deep access to stuff that's really protected. But this is not a style of play that's going to fly with the real humans who are also at the table with you and aren't built for this.Last edited by strangebloke; 2024-05-01 at 10:15 PM.
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2024-05-01, 10:15 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Spoiler: StrangeblokeOkay... Strangebloke, this thread is 17 pages long, and I think the first time I replied to you was a couple of pages back and it was to agree with you. I have no idea why you think I'm misconstruing anything YOU said when you and I have not been engaging for the vast majority of this thread. When I did AGREE with you, you made a comment about how people get their hackles up over innocent comments that are in no way suggesting people don't play the class/subclass. You've said repeatedly now that no one is saying the features are useless, and there are no dog whistles.
I have the sense, given your comments about not posting here, not liking these discussions, and your lumping yourself in with the greater conversation despite only joining recently, that someone complained, and you've come running to white knight for your buddies.
The problem is... everything on the internet is eternal. So you can try and pretend that people are being misunderstood and you're confused, but let me clear things up for you. See comments from this thread saying that the features we've been discussing are no better than a background, or a skill proficiency/tool proficiency. In other words... useless:
Assassin's level 9 and 13 features are the sort of things that you could arguably have done with regular skill checks even if the feature never existed. What's more, these identities that take you, a high level adventurer, a very long time to craft can fall apart to low level divinations.While we're on the topic of what a DM might allow, Xanathar's has this to say: "Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies."
So if disguise kit and Deception both apply, a DM might be giving you advantage anyways.
And you've gotta spend 3 hours stalking the person before you can use Impostor. With that in mind, I have to ask: Just how much better is this disguise than one I could whip up with high check rolls? Because I don't need to be an Assassin for those. In fact, I can boost my skill rolls more if I'm not one.For example, look at an Assassin ability:
Surely this should just be a standard use of the Disguise and Forgery Kits?
I despise this sort of design because 1) Assassins end up stuck with the astonishing ability to use a disguise kit to... disguise themselves! 2) The ability to create disguises/personas of this nature is removed from other rogues, "because otherwise what would be the point of this ability?".The point is that in the campaigns that don't have those counters, you don't need a dedicated Infiltration subclass feature anyway, because without those things you can get by with a bog standard disguise kit and Deception Proficiency/Expertise anyway. You thus have no reason to pick Assassin over a subclass with features that will make it more likely you can both survive and contribute outside of that niche. Neither version of Assassin has anything that makes it special; as stated above, 2014's false identity is foolproof until it isn't (and even when it is, what benefit that specifically gets you is vague at best) and 2024's is rendered moot by the tool+skill=continual advantage rule.Even when those aren't a concern, a numerically high check (20+) functionally does the same thing by letting you defeat passive defenses, because they are fixed.Exactly - wow, I succeeded without rolling, at a thing that I wasn't going to fail the roll at anyway (hello Reliable Talent + Expertise + perma-Advantage, all of which I'll get before 9 now.) Sure wish I had a subclass feature instead...The issue is not "derp, what do with false identity?" but rather "what makes the Assassin's false identity so much better than one I can craft with my base class that it's worth an entire subclass feature?" As above, "you don't need to roll" isn't good enough, especially with the 7-day price tag tacked on.Exactly - anyone can do something like this, so in order to try and preserve Assassin's dubious niche, you're now houseruling in unwritten handicaps like "require more checks, as much time or more, and more money." Either that, or rogues who don't have this feature merely get the lesser ability to "wear costumes." It's exactly the kind of artificial ceiling I'm glad is getting tossed out of the game.Yes, if you houserule in a handicap that every other subclass needs at least 7 days like they do, likely more, and maybe throw in a monetary cost too, the Assassin looks better by comparison. And if I break Nancy Kerrigan's kneecaps before the Olympics I'll be the figure-skating champion too. It's not a great argument for Infiltration Expertise being the entirety of a subclass feature.I know there's a difference, that isn't the question. The question is whether non-Assassins can make one, not whether they're different.
If they can't, that one feature is arbitrarily limiting every other rogue (not to mention every other skill-based character - you want to tell me a Bard can't make a false identity??) and should be thrown out.
If they can, then the rogue has every feature they need to make failing at making one a statistical anomaly already, meaning the feature isn't worth the paper it's printed on, and should be thrown out.
Ergo, conclusion - throw it out.There is a PHB background that has you start with a false identity including acquaintances, documentation, official letters, etc at level one.
And if they possessed the skills to do it once, it's reasonable to assume they're capable of doing it again somehow, especially since one of the character traits you can put on that background is "I put on new identities like clothes." Another is "I insinuate myself into people's lives to prey on their weakness and secure their fortunes."
The XGtE description of tool proficiencies says it "allows its owner to adopt a false identity." Heck, it even mentions you can use a disguise kit proficiency check to spot whether someone else is in disguise. The proficiency can represent more than just putting on clothes.Base Rogue already has many effective roleplaying tools, why do they also need a valuable subclass feature taken up with jank?I'm saying that if it tells you that your favorite scheme is "I put on new identities like other people put on clothes" or "I insinuate myself into people's lives to prey on their weakness and secure their fortunes," then it seems reasonable to expect that the game thinks you should be able to do that somehow. Such as, you know, with ability checks.Indeed. I just don't get this rush to defend a horrible subclass feature that doesn't need to be there when ability checks and features that make characters really good at them already exist.If your 2014 Assassin is trying to do that same-day then they're SOL too, because you needed 6 more of prep.
And if you did have 7 days of navelgazing prep time to learn about their acquaintances and pick a suitable target to impersonate, tell me why I wouldn't with a different rogue again?If my base class gives me a minimum roll of 20, very likely approaching 30, then I don't actually need a crappy ribbon that guarantees believability - I'll take my chances. (And a subclass with actual features.)The Assassin's Infiltration Expertise ability at 9th level, and Imposter ability at 13th level, are only marginally better than the Charlatan Background's fake I.D., and the Imposter ability is worse than the Actor Feat.Why would I be against contested checks? I have Expertise, Reliable Talent, and permanent Advantage, while the NPCs I'm infiltrating don't. Contest away, they're going to lose.
Originally Posted by strangebloke
In fact, I don't think I'll reply further to this because I've already wasted too many hours of my life on this.
Very well said.
The problem is simply that you see no value in Infiltration Expertise in the ways that we're describing. Because my answer to this would be "maybe, maybe not, but if not, the assassin still can have regular disguises and Deception Expertise". But the assassin also has this unique deep cover feature as well for when that ability can be used. But since you don't see it that way, it's perceived as a wasted feature.
Did the internet kill nuance? (the answer of course is: yes) People have not been saying Infiltration Expertise does nothing, people have been saying the ability fills a very small niche.
So seriously... I'd appreciate it if people stopped trying to misrepresent the comments in the thread and the responses to them.
All very well said.Castlevania II: Dracula's Curse
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2024-05-01, 10:37 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
I genuinely just don't know what to say man.
You keep saying that people are saying its useless. They don't say this, haven't said this, have in fact said the opposite many many times.
The point is that there's a good deal of air between "literally useless" and "almost always less useful than other comparable features at level 9." Infiltration expertise is useful in some scenarios. But overall, the subjective assessment they're presenting is that rogues can by default already be very good at this disguise/forgery/bluff kind of infiltration, so its kind of overkill to have an entire level of your class there to just go from "consistently hits DC 17" to "consistently hits DC infinity."
take this quote (don't know from whom)
The point is that in the campaigns that don't have those counters, you don't need a dedicated Infiltration subclass feature anyway, because without those things you can get by with a bog standard disguise kit and Deception Proficiency/Expertise anyway. You thus have no reason to pick Assassin over a subclass with features that will make it more likely you can both survive and contribute outside of that niche. Neither version of Assassin has anything that makes it special; as stated above, 2014's false identity is foolproof until it isn't (and even when it is, what benefit that specifically gets you is vague at best) and 2024's is rendered moot by the tool+skill=continual advantage rule.
Its certainly not a statement of judgement against someone who just wants to play the class anyway. Something can be strictly suboptimal and still fun to play. These are just separate discussions entirely. Ludicsavant helped make a video on youtube where they take a monk into a challenge encounter and beat everything where more 'optimal' builds failed, so I think you see that we all understand that something that offers less utility overall isn't necessarily a harsh condemnation.
Again, to put this into perspective, in super smash bros melee, there's a character named Roy, who is strictly just a worse version of another character, Marth. And not like a little bit worse than Marth, like a LOT worse. marth is close to the best in the game, roy is close to the worst. The devs made Marth deal more damage at range and roy deal more damage when right next to someone, but its definitely better to do big things when you're far away than when your close, and the balance team messed up and made Marth WAAAAY better. But the best Marth player in the world (Zain) actually also plays Roy a lot and at one point based on his performance with roy alone was top 20 in the world. Roy is really bad but still has some edge cases where he can do some unique stuff. Zain really likes playing Roy and thinks he's funny and interesting. Would he ever ever ever argue with someone to say that Roy was actually more useful than Marth???? Obviously not, but he isn't playing roy because he's good. He's playing Roy because Roy's his boy and he likes roy.
I think its productive to separate questions of what is strictly the highest possible utility, from questions of what is interesting or potentially enjoyable. If you vibe with Assassin that's chill, but I think you could buff the subclass A LOT without making it close to overpowered.
This aged like milk.Last edited by strangebloke; 2024-05-01 at 10:58 PM.
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2024-05-01, 11:43 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Samurai, not a single one of those quotes says useless. I want the ability replaced because I think it would be easy for something better to take it's place, but of course it can see some use in some... sort of campaign... somewhere. That doesn't change my opinion about it being bad and worthy of redesign or chopping. And I think that's where we'll have to leave this discussion because that's as close as I can get to your side, which is to say not at all.
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2024-05-02, 12:26 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Then please don't. This is very frustrating. I think you took it as a flippant comment when I said I appreciate you, but I meant it in earnest. I hardly agree with most people here but I still appreciate their insight precisely because the game can be run so many different ways. You're one of those people. But when I replied to your comment in agreement, you came at me about my hackles being raised for no reason. When I clarified that indeed there are people arguing that the feature is no good, you psycho-analyzed me and guessed at my intentions.
It's disappointing. I honestly have to ask... are your friends children? If so, I'll stop engaging. But if not, I'd recommend you allow them to handle their own problems. Because you're either confused, or are conflating and cherry-picking posts in this thread to arrive at your conclusions and accusations. I'm happy to argue about rogue subclass features with you, but I'm not interested in arguing against your sanitized version of what Ludic has been saying. Let him argue his own points; he's a very capable person.
You keep saying that people are saying its useless. They don't say this, haven't said this, have in fact said the opposite many many times.
The point is that there's a good deal of air between "literally useless" and "almost always less useful than other comparable features at level 9." Infiltration expertise is useful in some scenarios. But overall, the subjective assessment they're presenting is that rogues can by default already be very good at this disguise/forgery/bluff kind of infiltration, so its kind of overkill to have an entire level of your class there to just go from "consistently hits DC 17" to "consistently hits DC infinity."
take this quote (don't know from whom)
But also... it doesn't matter. Even if the claim isn't "literally useless" (to humor you), I still disagree with the assessment. I agree that it requires a certain game but... so what? You think the game doesn't exist... I'm in a hexcrawl that I've been playing in for months and literally just had our first encounter in the last couple of weeks. The rest was spent in the port city as downtime. There's another game I didn't have a chance to apply to just recently that has a year of downtime between each level. Right here on the forums. So you can dismiss it all you want that you've never seen a game where this feature would work, but not all games are like your games. What I and others have done is explain how we can see this feature working for the assassin and the party in a game, and some of us think that it is powerful and valuable when it works that way. What others have done is said "you can already do this with ability checks, this feature doesn't do anything", which is not true and not helpful. And you're defending it as nuanced.
The word here is "get by with" and "no reason to pick assassin over other benefits." This is an assessment of mechanical utility relative to alternatives. You are better off with infiltration expertise, but you can get by without it. In short, its useful, but you don't need it to have a good disguise.
He is literally saying the subclass is not useful enough to take, and your big defense is "no one has literally said it's useless". Amazing clarification, that changes everything!
Psyren literally just posted that it is bad and worthy of chopping. I disagree with this assessment and think the feature is powerful. Is that okay? Are you going to police the conversation because no one has said "it's literally useless"?
Do you see it as reasonable to say "Guys, no one has said it's literally useless, they are just saying it's bad, should be removed, there's no reason to choose this subclass, and you can already do what its features provide with regular ability checks that anyone can do. Why are there ten pages of arguments???". Are you suggesting we just agree with the assessment we don't agree with? Because you don't like these threads but can't keep yourself away?
If you vibe with Assassin that's chill, but I think you could buff the subclass A LOT without making it close to overpowered.Last edited by Dr.Samurai; 2024-05-02 at 12:32 AM.
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2024-05-02, 02:02 AM (ISO 8601)
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2024-05-02, 02:27 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
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2024-05-02, 03:31 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Weirdly I have played out a campaign like this but I was playing a warlock who went hard on Dream/Scrying etc. I don’t think the bad guys ever knew who was in the dreams of all their minions.
The physical infiltration attempts were patchy and being counter-infiltrated certainly created a sense of paranoia. We didn’t have an assassin rogue and while one would have worked just fine there is always another way. The rogue we did have did a very reliable job once they had Reliable Talent and mundane methods don’t trigger magical alarms.
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2024-05-02, 09:16 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
To pivot a little,
I feel like assassin could be better at making poisosns, envenom weapons is a thing but that is pretty limited and doesn't really capture making deadly concoctions.
This may be me still being frustrated that according to Xanathar's making poisons with a poisoner's kit isn't a thing.
<Grumbling in general frustration with all forms of crafting in 5e> give me more stuff like herbalism kit being able to make healing potions.
Back to infiltration expertise, I do think the less interesting ability was kept in the playtest, I think it could be expanded to all charisma checks instead of just deception.Last edited by Witty Username; 2024-05-02 at 09:16 AM.
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2024-05-02, 10:01 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Yeah - to be totally clear, the playtest features suck too. But at least they're trying.
Envenom Weapons - The idea here is sound, the execution is just incredibly poor. An Assassin is exactly the rogue I would want to be encouraged to use/be the master of using a poisoner's kit. But I think it was Pack Tactics who calculated that this ability adds 3-4 DPR at 13th level. The juice just isn't worth the squeeze here.
Infiltration Expertise (2024): This one is just redundant - whether you make it just Deception or all charisma checks, the rules glossary codified the whole "skill + tool = advantage" rule. So the feature actually does nothing! The speech/handwriting mimicry meanwhile is at least interesting, if a bit squishy.Plague Doctor by Crimmy
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2024-05-02, 10:22 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
I am going to point out that Dragon Magazine #111 (I think that was the one), had a Murder Mystery Adventure called Death of an Arch Mage, that took place (in part), over dinner, and with all the suspects staying at the manor, and it involved a three stage poison....which as a kid I loved.
Keep in mind this was in 1e, and at the time I do not think a skill system had been published yet.
(Non Weapon Proficiencies came out latter that year, but they would not have helped with the adventure).
5e is more than capable of handling a murder mystery, or a campaign that deals heavily in intrigue.
Running a Murder Mystery, is less about the rules, and more about creating the atmosphere, and getting the players invested, and then reacting to them. It also likely requires plotting out a timeline of events. The Death of an Arch Mage adventure was a very good example of using organization to help you run a complex adventure, that could go off in many different directions. (The adventure taught me quite a bit)
Perhaps there is more under heaven and earth that you are imagining?
Now, that stated, this would still be a case of the Assassin being a niche class.
My view is hyper specialized abilities, that do one thing really well, are fine, as long as there is also a more generalized component included.
Turn Undead, as a feature is a good example of this, especially when you include the Tasha optional rules.
Turn Undead is awesome against undead, and does nothing against other creatures. Then your cleric subclass will add an additional use option, that often times is more generally applicable. Finally, Harness Divinity can be used to recover a spell slot.
This type of modularity ensures, that Channel Divinity is useful in any number of situations.
The Assassin, is not built this way. The class has a number of very niche abilities, from requiring Surprise to Infiltration Expertise. The subclass simply is not the best example of how to design for 5e....Last edited by Blatant Beast; 2024-05-02 at 10:26 AM.
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2024-05-02, 10:52 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
I'm not sure poison is really the way to go given how many creatures are resistant/immune, not too mention there's now a poisoner feat which covers the theme. Though I suppose one way to get a poison theme would be to allow the assassin the option to swap the damage type of their SA into poison and give a bonus when doing so. Extra damage dice or allowing a reroll of any 1s and 2s could make sense.
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2024-05-02, 11:16 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
The Poisoned Condition is pretty useful. If the Assassin was able to craft poisons as part of their Long Rest, (the Artificer class and infusions, is a potential model that can be used), and the poison used a higher Saving Throw DC based off the Assassin's Dexterity score, that might be interesting.
Drow Poison, with a higher DC can be potent.
Perhaps the Assassin, eventually learns to craft a poison that does what many toxins do in the real world....kills the target, and if the target makes the save, then they take damage.
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2024-05-02, 11:17 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
A feat replicating a class feature, in nature or in mechanics, is fine. There's a bunch of feats that do that (like the BM maneuver feat).
Ideally if the campaign is going to feature a lot of poison resist/immune creatures that'd be something the DM brings up early on/session 0 so players can plan accordingly.
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2024-05-02, 11:21 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
You do realize you're literally supporting strangebloke's point here? They weren't saying you can't run such a game in 5e, but the rules aren't exactly helping in any way. (That's totally fine by the way, I'd rather insert this kind of aside into my 5e campaign rather than learn a whole new system for one session.)
That's exactly why the damage should be higher, to compensate for poison's drawbacks. (Though it's worth pointing out that even with poison being the most-resisted element, there are still fewer monsters overall that resist it than don't, and it's not like the Assassin will do less damage or be less effective than other rogues even if they were to avoid using it.)Plague Doctor by Crimmy
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2024-05-02, 11:37 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
I can not speak for Strangebloke, (and they might have abandoned the thread), but when they state over the course of several posts that in their thousand of hours of play across many tables, that they have never played in an Intrigue heavy game, that they consider such games "theoretical", and have never known anyone to play in an Intrigue heavy game, and that the rules have no support for such a game.....my takeaway is that they are basically saying 5e does not do Intrigue.(perhaps I misinterpreted their point)
A game's theme is a matter of tone. Tone can be set by the DM, without needing new rules.
Now, some new rules or rules interpretations can also help set the desired tone, but it is not essential.
One does not need an Agatha Christy Rules insert to run a mystery. One does not need a Le Carré rules insert to run a spy campaign.
Indeed, I would even go so far as to state, that sometimes specialized rules decrease immersion.Last edited by Blatant Beast; 2024-05-02 at 11:40 AM.
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2024-05-02, 11:43 AM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
I've always wondered about the potential of Dream.
Lumping these two thoughts together...
My ideal scenario would be to keep Infiltration Expertise/Impostor, and tighten up the language to avoid confusion on what the benefits are. When it comes to niche abilities or clunky/inconvenient abilities (like beast master) my preferred solution is to grant more abilities. Instead of changing the feel of beast master by providing a spirit that you summon, give the subclass other features that aren't tied to the beast, so you can have the benefit of playing a beast master and roleplaying that archetype, without completely losing your subclass features if the beast dies.
For Assassin, I think the features we're discussing shouldn't be the only features they get at those levels. Even Assassinate, while potentially powerful when you get it, only works IF you get Surprise AND go before your target (and hit, of course). So a lot of times you're not benefiting from it. Now you do also gain tool proficiencies, which is not nothing, but I would think something else should be received at level 3. (Or features moved around as others have suggested, as well as adding other features.
I think poison crafting definitely makes sense and the assassin should have those features if anyone should.Castlevania II: Dracula's Curse
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2024-05-02, 01:21 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
If we're going to want to lean into poison, I think three things are necessary.
First, the assassin needs access. That means being able to get poisons by purchasing them, crafting them, conjuring them magically (a favorite from 3E) or generating them through natural means (harvesting poisons from an animal companion or summoned creature was another 3E favorite). It also means that poisons need to be printed. Poisoners need a variety of poisons with differing effects.
Second, the assassin needs opportunity. Poisons take time to apply and don't last forever. Not all poisons are inflicted through injury, either. We're already questioning class features that involve situational non-combat bonuses to situations like disguises and infiltrations, which in my experience are way more common than opportunities to use noncombat poisons. How often are injested poisons going to come up?
Third, the poisons need to be effective. 1d6 damage doesn't cut it. Many things are resistant or immune (specialized poisons can help with this but that gets back to needing them to be printed). The assassin already leans heavily into first-round nova damage; adding extra poison on the first round might not make the strength meaningfully stronger and doesn't do anything to add extra oomph in later rounds.In-character problems require in-character solutions. Out-of-character problems require out-of-character solutions.
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2024-05-02, 01:26 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Total aside, but does poison damage make no sense to anyone else? If a liquid, substance, something, does immediate damage, it has to be doing so on a mechanical or chemical level, which would make it something like acid....which is its own damage type. Poison should be "con save or suffer effect." Not "X poison damage."
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Re: What drives a poor reputation for the Rogue class?
A few extra conditions would be helpful too. Say for example Weakened, Dazed and Confused which would essentially be the same as the effects of the ray of enfeeblement, tashas mind whip and confusion respectively. For those stronger poisons that would do more than just disadvantage without simply adding more damage.
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2024-05-02, 01:41 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Re: Poison, love the traction that it's getting 4 pages after I suggested it...
One thing that hasn't been pointed out, I've yet to have a Rogue go Assassin in any game I've played or run, for any feature outside of Assassinate at 3rd level. That's been 100% of the reason they go Assassin, and then, if the game gets to 9th level, they've multiclassed into something else (typically Barbarian for the advantage post round 1). Hell, I've seen many players, generally in AL, who try to convince DMs that Assassinate works if their target didn't know the ASSASSIN Was in combat - so they'd attack, run, hide, wait a round, and then try to Assassinate again.Trollbait extraordinaire
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2024-05-02, 01:42 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
And it bugged me that you chose not to comment on my nondetection suggestion as compared to the Barbarian feature.
Exactly right, AT is stronger.
Right. Then tell me what you think about my suggested folding in of nondetection, which I compared to the 10th level Barbarian feature.Last edited by KorvinStarmast; 2024-05-02 at 01:42 PM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2024-05-02, 01:56 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Hard agree. While some extremely virulent poisons might do immediate damage, their effects should be debilitating rather than damaging IMO. Paralysis (whole and/or localised) and unconsciousness should be the most common, in my opinion, but in a fantasy setting we also have the luxury of magical effects being applied by poisons; petrification, sleep, blindness (also applicable by mundane means), fear and more should also be on the table for sure.
I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.
Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.
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2024-05-02, 02:00 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Or a poison the imitates something like the Feeblemind spell (though not quite as strong) ... as an old fart, I am not going to recommend something like Dementia in a Bottle, but certainly something like a confusion spell but also reflecting memory and other processes ... until the poison is neutralized.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2024-05-02, 02:05 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
That's how it worked in 3E, and it wasn't that useful, partly because it was faster to just kill things with damage, especially since being good with poisons is also often coupled with Sneak Attack. There are cases where ability damage or other effects are useful, but they're either weird (use a blowgun to do minimum damage to inflict sleep poison to kidnap someone, meaning you're deactivating your Sneak Attack feature) or super super super niche (put an injested Wisdom damage poison in the soup served at the meal the guy is eating at so he'll be more susceptible to the Charm you're going to use later).
In-character problems require in-character solutions. Out-of-character problems require out-of-character solutions.
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2024-05-02, 02:13 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
I would agree with the idea that poison should do things other than damage, I think part of the problem with that will go back to the HP is meat discussion. If HP is more than just meat, then poison doing damage makes sense - it lowers the capacity of the combatant to remain in combat, which is represented as HP. Let's take sarin gas - you get a whiff of that, and you can get pain, difficulty breathing, loss of muscle control, cramps, coughing, convulsions, loss of consciousness, paralysis, and more, up to death. Some of those would be best represented as conditions, some would be best represented as HP loss (I'm thinking pain most specifically).
So, I'm on the side of poison should absolutely have more effects, but HP damage is still appropriate to reflect some effects of poison.Campaigning in my home brewed world for the since spring of 2020 - started a campaign journal to keep track of what is going on a few levels in. It starts here: https://www.worldanvil.com/w/the-ter...report-article
Created an interactive character sheet for sidekicks on Google Sheets - automatic calculations, drop down menus for sidekick type, hopefully everything necessary to run a sidekick: https://tinyurl.com/y6rnyuyc
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2024-05-02, 02:22 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
Yeah they won't be less effective since they can choose whether to convert or not but generally speaking I do think Assassin should be the more DPR focused subclass. Personally I don't think it matters whether that added DPR comes from poison, getting extra attack, or something else entirely, poison is thematic so it does makes a lot of sense to use that as the means of increasing that DPR.
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2024-05-02, 02:30 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
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2024-05-02, 02:34 PM (ISO 8601)
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Re: What drives a poor reputation for the Rogue class?
The 3.5 comparison is a bit more complicated than just that. 3.5 didn't limit the number of times you could sneak attack per round. If you were flanking with a foe, you'd get sneak damage every time you hit. With the right feats (Two-Weapon Fighting feat tree and the Craven feat), those numbers would add up quickly - if you hit. Rogues had a lower Base Attack Bonus than most melee classes, so they connected less often.
In 3.5, it was trickier to get Sneak Attack to apply to ranged combat. You needed to get your target in a position where they were denied their dex bonus to AC. Again, you could do it, but you had to jump through a whole lot of hoops to do so. (Sniping rules were ... complicated).
The other big difference is that in 3.5, there were whole classes of enemy that were flat-out immune to Sneak Attack, Undead and Constructs being the most notable. There were ways to overcome that (like Weapon Crystals), but they were added on in splatbooks and not used in every campaign. So if you were fighting a necromancer's horde, the Rogue would often be plinking away with 1d6's and feeling useless, when the rest of the melee classes were using Power Attack to deal a whole lot more.Last edited by Telonius; 2024-05-02 at 02:35 PM.