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Today, 12:15 AM (ISO 8601)
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- Nov 2011
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Re: What drives a poor reputation for the Rogue class?
Roll for it 5e Houserules and Homebrew
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Today, 04:27 AM (ISO 8601)
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- Jan 2011
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- Castle Sparrowcellar
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Re: What drives a poor reputation for the Rogue class?
I found this one which seems to be what you might be talking about? From 2020.
...unfortunately the google docs spreadsheet in the first post with all the info on it appears to have been deleted. :(
If there is another/more recent one I also wasn't able to find it.
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Today, 07:27 AM (ISO 8601)
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- May 2015
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Re: What drives a poor reputation for the Rogue class?
No, it doesn't do that. There is an opportunity cost for each skill proficiency chosen. If the dumb brute has a low INT score there is a negative modifier to a roll, should a roll be called for.
Your proposed "let the die roll drive this" model at the end of that post is 180 out from the 5e skill system's intent.
Not necessarily. Depends on the situation. The dice don't drive the game. If in the situation it makes no sense for the knight to hand over his sword there is no roll.
Why did you leave out the numbers 13, 11 and 18?
However, if you still leave it to DM decides/Make it up, then we're no better off because what one DM says is DC 15 another will say DC 20
and we're back to my character can only do things based on who is DM that day.
I knew I would get to my infamous rant eventually.
There is no crit for an ability check, nor for a saving throw. I have found that I use partial or 3/4 cover assessments in battles which go through multiple areas or have terrain/furniture/crates in warehouses/boulders/trees/columns etc. It may be my original wargame roots that inform this, but terrain matters in most of the battles I DM in 5e.
The Rogue class is still tied a bit too much thematically with the old AD&D Thief, for my taste, sometimes. Why does a debuff have to be an attack, for example, is a design question I would ask myself, if I was on the WotC design staff.
Instead static Tumble DCs, turned into a Character Optimization challenge, that actively killed any potential excitement from a Tumble check, because people only took enough points to achieve the auto-success threshold.
There is no tree.Last edited by KorvinStarmast; Today at 07:31 AM.
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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Today, 09:03 AM (ISO 8601)
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- Jan 2005
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- Albuquerque, NM
Re: What drives a poor reputation for the Rogue class?
The luck I was speaking of, is the d20 roll. Everyone has the same die regardless of proficiency. A guy with +9 to an ability check can roll a 2. A guy with a -3 to an ability check can roll a 19... dumb brute luckily overheard (and remembered) the location to the mcguffin that the brilliant wizard couldn't research out of a wet paper sack.
Your proposed "let the die roll drive this" model at the end of that post is 180 out from the 5e skill system's intent.
Not necessarily. Depends on the situation. The dice don't drive the game. If in the situation it makes no sense for the knight to hand over his sword there is no roll.
No. The d20 is swingy enough that you can succeed or fail on any given check.
There is no crit for an ability check, nor for a saving throw.Trollbait extraordinaire
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Today, 09:30 AM (ISO 8601)
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- Mar 2013
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Re: What drives a poor reputation for the Rogue class?
There are examples, and they are organized. DMG: Running the Game.
- Exploration has examples for exploring - using survival to track someone, with a list of DCs based on the ground type, and modifiers based on time or leaving a trail.
- Social has examples for social interactions - DCs for how hostile, friendly, and neutral people react, with the implication that there are varying degrees of success and failure based on how well one rolls.
- Chase has examples for chasing - when to give advantage or disadvantage, as well as typical DCs for things one might encounter during a chase.
Those sections contain at least one example for every ability score that has a skill associated with it. They contain examples of bonuses and penalties that can be applied. They contain examples of how to look at it from a partial success or failure standpoint. There are examples of when to call for a new check. All in the part of the Dungeon Master's Guide that a DM should read to know how to run the game.
If you do not like how they are organized, that's fine - I wouldn't have organized them like that, but I see why they did it that way and in that section. But a whole bunch of people keep claiming that there is no guidance on how to use skill checks when there clearly is.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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Today, 09:35 AM (ISO 8601)
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- May 2015
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- Texas
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Re: What drives a poor reputation for the Rogue class?
This is a good thing. Every one gets a chance to contribute.
Exactly. It'd be silly to reinvent a skill system that ended up in the original place... but I'll mark you down as 'not interested' :)
At my table, apparently at your table, this is true. But if podcasts are representative of the way folks around the world play, I'd guess at least a third of tables play "BG3 Style", where a nat 20 rules every roll.Last edited by KorvinStarmast; Today at 09:36 AM.
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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Today, 09:39 AM (ISO 8601)
- Join Date
- Jun 2022
Re: What drives a poor reputation for the Rogue class?
While I find the response, a bit on the harsh side, I have to admit I agree with it. There is a huge difference about assigning the abstraction known as a "longsword" a certain damage die, compared to the system stating that swinging on a chandelier is always a DC 15.
What is worrying is Pex is seemingly not saying that he want to make set DCs for set actions in their campaign, but rather they want DMs everywhere to obey their desired schemata. Hard pass on that notion.
You overlooked the crucial sentence above that, that referenced Destiny. PCs have always had a chance to survive impossible events, and do seemingly impossible things, even if those chances are slim. That is a principle Gary Gygax himself describes with some gusto in a number of places. A Charitable Knight might give someone the clothes off their body, if the mood strikes them. Rather than a DM trying to divine all the possible mental states the knight could have, pick a DC and let the dice determine it.
That is one of the major reasons for rolling through out the history of the game, in my opinion. (Of course some things can be ruled impossible by a DM).
Terrain matters for me as well, probably for the same reason. In regards to Critical Hits, AD&D did not technically have Critical Hits for combat. It was a widespread houserule, that was canonized. One thing I have noticed is the people I have played with commonly assume that a 1 is always a failure, and a 20 is always a success even outside of combat, despite that not be the 5e way.
This heuristic is applied with such frequency that as a DM, I have stopped correcting it. As a matter of gameplay, a 5% chance to either succeed or fail regardless of the task, (presuming a DM allows a die roll, of course), is something that is appealing, it would seem
Even with all that stated, an attack roll is not that different from an ability check. Yes, there may be some extra considerations, like a critical hit, but it still boils down to an ability check + some extra steps.Last edited by Blatant Beast; Today at 09:47 AM.
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Today, 09:42 AM (ISO 8601)
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- Sep 2011
Re: What drives a poor reputation for the Rogue class?
I think the largest part of this is that the game isn't necessarily one setting where everything is handled identically. If you have a table, you are working with an individual, the DM, who is crafting a game world with the players. The idea of being difficult is a subjective one, and everyone is going to have a different idea on how to handle it. Invariably, when you take a real task and assign a DC to it, you will have people who are good at climbing trees tell you that it's too high because climbing a tree is beneath trivial, or people saying that a Formalist interpretation of those events is inappropriate, or that a Doylist reasoning is never needed only events that follow a Wattsonian one should be allowed.
Hell, people are just regularly not handling what abstractions that game does give you solid numbers for. There are endless debates about whether an AC number is too high or how the hand crossbow (a device that could kill you in real life) should do no damage. Now, I think there should be numbers. I think that inviting that discussion into something as subjective as a narrative and then having the designers come down on people by telling them how they are talking to each other in game is somehow wrong by establishing a singular narrative baseline would be very destructive to the hobby as a whole.The d20 is a device for resolving a conflict with a random element. Removing it would mean you would just have people saying exactly something would go with little room for surprise. But how people use it should be up to the people who are playing that game.
I think the question as to why combat gets more structure is a really good one. If I were to pin it down, I think firstly because how combat is put together has a more common baseline as to how it should go. Most people have an idea of a fantasy battle like Lord of the Rings should go, just simply due to pop culture osmosis.
Secondly, while DnD has this swords and sorcerery image of combat, the narrative around it has always be very different between tables, and other editions have had problems with extending a rigid structure onto social systems. You could almost say that it's not because this dual nature of the game works well, but because doing it otherwise was demonstrably untenable.
Third, I just think it's more fun this way. Talking to someone is simply something I consider more freeform and flexible. Fluff is mutable, as people are wont to say. Stabbing someone has X effect. What makes a wizard mechanically different from a bard is this. But the bard doesn't have to be a meme and a wizard doesn't have to live in a library. Optimizing for combat and building a character's narrative are both interesting aspects of the game that don't need to tread on eachother.Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
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Today, 10:57 AM (ISO 8601)
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- Jan 2005
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- Albuquerque, NM
Re: What drives a poor reputation for the Rogue class?
Why? What makes the abstract that is "longsword" always and forever, without fail, a d8? The system makes no mention of swinging on a chandelier. Therefore, my conclusion to your statement is that this "huge difference" is strictly the amount of ink given between them. Appeal to Authority isn't a strong argument. Or, at least, using it to naysay someone else's desire for additional codification is bad form.
What is worrying is Pex is seemingly not saying that he want to make set DCs for set actions in their campaign, but rather they want DMs everywhere to obey their desired schemata. Hard pass on that notion.Trollbait extraordinaire
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Today, 11:16 AM (ISO 8601)
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- May 2015
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Re: What drives a poor reputation for the Rogue class?
Yes.
In regards to Critical Hits, AD&D did not technically have Critical Hits for combat. It was a widespread houserule, that was canonized. One thing I have noticed is the people I have played with commonly assume that a 1 is always a failure, and a 20 is always a success even outside of combat, despite that not be the 5e way.
That is where that comes from, I think. We had a variety of Critical Hit articles in dragon magazine that people tried out in AD&D days. We also worked with the hit by location options (Blackmoor being one of the first ones) to include the ones for arial combat in the Wilderness and Underworld Adventures (third brown book).
All in all it could be quite clunky.
This heuristic is applied with such frequency that as a DM, I have stopped correcting it.
Even with all that stated, an attack roll is not that different from an ability check. Yes, there may be some extra considerations, like a critical hit, but it still boils down to an ability check + some extra steps.Last edited by KorvinStarmast; Today at 11:18 AM.
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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Today, 11:22 AM (ISO 8601)
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- Oct 2010
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Re: What drives a poor reputation for the Rogue class?
Of course a natural 20 succeeds for most people. If not even a natural 20 can succeed, why the heck are you calling for a roll in the first place?
My intent wasn't to be harsh, I'm genuinely offering a practical suggestion. WotC won't (and imo shouldn't) print a bunch of DCs nor codify things like "DC of a typical tree", so this is fertile ground for third parties to deliver something that a vocal contingent of the playerbase seem to want, and get fairly compensated for doing so. Similar to the folks who want a ToB-style universal maneuver system in 5e.
Yep.
You inserted "the DM can rule some things impossible" almost as an afterthought, but that's actually the key point. No, the party can't simply convince the king to disown his children and make them his sole heirs with a Persuasion check, nor can they jump from his courtyard to the moon's surface with an Athletics check. Walking up to a knight and having him hand over his sword to a bunch of eloquent strangers would/should fit this as well.
Magic can come into play to bridge some of these gaps - if you Dominate the king or that knight, you can get them to do a number of things they wouldn't otherwise do even with a stupendous check. But magic has drawbacks, limitations, and counterplay of its own.Plague Doctor by Crimmy
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