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4e Rogue class detailed
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TOPIC: 4e Rogue class detailed
#28335
4e Rogue class detailed 6 Years, 6 Months ago  
Here is a D&D Insider article on the Rogue with actual game mechanics/rules detailed. Seems designed to always give every character some POWER to use in every situation at every moment so the short attention span youth of today don't get bored with D&D before they buy the 6th PH supplement...


This month, we're granting everyone a surprise round before the
actual launch of the 4th Edition of Dungeons & Dragons. During this
surprise round, a bunch of my staff is heading to the D&D Experience
in Virginia to play 4E with people, show off the latest art, unveil
the rest of the year's slate of products, and provide a new look at
the elements of D&D Insider. It's an exciting time!

Not only are we in the midst of seeing finished galleys of the core
books here in the office, but we're about to enter the final stage
before the launch of 4E. To me, this last sprint kicks off with D&D
Experience. At the show, fans and players get to mingle with Chris
Perkins, Andy Collins, Rob Heinsoo, James Wyatt, Mike Mearls, and
Chris Youngs from my R&D team, as well as with The Rouse and Sarah
Girard from the Brand Team, Didier Monin, and the great folks in
Organized Play. It should be a wonderful event.

At the event, everyone will get to see the new game system in action.
Games will be played, secrets will be revealed, and amazing D&D
Insider features will take center stage. I'm sure the various tidbits
that get revealed will be reported here and elsewhere as they happen,
but I want to kick off the festivities with my own surprise round.

What better way to get everyone excited and talking than to show off
one of the class write-ups from the new Player's Handbook? And what
class more typifies the surprise round than the rogue? What follows
is the opening spread for the rogue class, as well as a few of the
powers available to rogue characters.

You're going to see something called "builds" in the information that
follows. Builds present themes that you can use to guide you as you
select powers and other abilities. You can follow the advice of a
build, or you can ignore it. It's not a constraint, but instead
provides information to help you make informed choices as you create
your character. Using a class build isn't required; builds exist to
help guide your decisions through the process of character creation
and each time you level up.

If you're going to attend D&D Experience, say hello to the gang for
me. In the meantime, enjoy this surprise peek at the rogue. Hurry,
though. You know how sneaky the rogue can be.
Rogue

"You look surprised to see me. If you'd been paying attention, you
might still be alive."

CLASS TRAITS

Role: Striker. You dart in to attack, do massive damage, and then
retreat to safety. You do best when teamed with a defender to flank
enemies.
Power Source: Martial. Your talents depend on extensive training and
constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma

Armor Training: Leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short
sword
Bonus to Defense: +2 Reflex

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: Stealth and Thievery plus four others. From the class
skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha),
Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception
(Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)

Build Options: Brawny rogue, trickster rogue
Class Features: First Strike, Rogue Tactics, Rogue Weapon Talent,
Sneak Attack

Rogues are cunning and elusive adversaries. Rogues slip into and out
of shadows on a whim, pass anywhere across the field of battle
without fear of reprisal, and appear suddenly only to drive home a
lethal blade.

As a rogue, you might face others' preconceptions regarding your
motivations, but your nature is your own to mold. You could be an
agent fresh from the deposed king's shattered intelligence network,
an accused criminal on the lam seeking to clear your name, a wiry
performer whose goals transcend the theatrical stage, a kid trying to
turn around your hard-luck story, or a daredevil thrill-seeker who
can't get enough of the adrenaline rush of conflict. Or perhaps you
are merely in it for the gold, after all.

With a blade up your sleeve and a concealing cloak across your
shoulders, you stride forth, eyes alight with anticipation. What
worldly wonders and rewards are yours for the taking?

ROGUE OVERVIEW

Characteristics: Combat advantage provides the full benefit of your
powers, and a combination of skills and powers helps you gain and
keep that advantage over your foes. You are a master of skills, from
Stealth and Thievery to Bluff and Acrobatics.

Religion: Rogues prefer deities of the night, luck, freedom, and
adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues
often favor Lolth or Zehir.

Races: Those with a love for secrets exchanged in shadows and change
for its own sake make ideal rogues, including elves, tieflings, and
halflings.

Creating a Rogue

The trickster rogue and the brawny rogue are the two rogue builds,
one relying on bluffs and feints, the other on brute strength.
Dexterity, Charisma, and Strength are the rogue's most important
ability scores.

Brawny Rogue
You like powers that deal plenty of damage, aided by your Strength,
and also stun, immobilize, knock down, or push your foes. Your
attacks use Dexterity, so keep that your highest ability score.
Strength should be a close second—it increases your damage directly,
and it can determine other effects of your attacks. Charisma is a
good third ability score, particularly if you want to dabble in
powers from the other rogue build. Select the brutal scoundrel rogue
tactic, and look for powers that pack a lot of damage into every
punch.

Suggested Feat: Weapon Focus (Human feat: Toughness)
Suggested Skills: Athletics, Dungeoneering, Intimidate, Stealth,
Streetwise, Thievery
Suggested At-Will Powers: Piercing Strike, Riposte Strike
Suggested Encounter Power: Torturous Strike
Suggested Daily Power: Easy Target

Trickster Rogue
You like powers that deceive and misdirect your foes. You dart in and
out of the fray in combat, dodging your enemies' attacks or
redirecting them to other foes. Most of your attack powers rely on
Dexterity, so that should be your best ability score. Charisma is
important for a few attacks, for Charisma-based skills you sometimes
use in place of attacks, and for other effects that depend on
successful attacks, so make Charisma your second-best score. Strength
is useful if you want to choose powers intended for the other rogue
build. Select the artful dodger rogue tactic. Look for powers that
take advantage of your high Charisma score, as well as those that add
to your trickster nature.

Suggested Feat: Backstabber (Human feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Insight, Perception, Stealth,
Thievery
Suggested At-Will Powers: Deft Strike, Sly Flourish
Suggested Encounter Power: Positioning Strike
Suggested Daily Power: Trick Strike
Rogue Class Features

All rogues share these class features.

First Strike
At the start of an encounter, you have combat advantage against any
creatures that have not yet acted in that encounter.

Rogue Tactics
Rogues operate in a variety of ways. Some rogues use their natural
charm and cunning trickery to deceive foes. Others rely on brute
strength to overcome their enemies.

Choose one of the following options.

Artful Dodger: You gain a bonus to AC equal to your Charisma modifier
against opportunity attacks.

Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to
your Strength modifier.

The choice you make also provides bonuses to certain rogue powers.
Individual powers detail the effects (if any) your Rogue Tactics
selection has on them.

Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases by one
size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack
Once per round, when you have combat advantage against an enemy and
are using a light blade, a crossbow, or a sling, your attacks against
that enemy deal extra damage. As you advance in level, your extra
damage increases.
Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6


Rogue Powers

Your powers are daring exploits that draw on your personal cunning,
agility, and expertise. Some powers reward a high Charisma and are
well suited for the trickster rogue, and others reward a high
Strength and appeal to the brawny rogue, but you are free to choose
any power you like.

Deft Strike
Rogue Attack 1
A final lunge brings you into an advantageous position.

At-Will ✦ Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a
sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Piercing Strike
Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.

At-Will ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Positioning Strike
Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want
him.

Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will

Hit: 1[W] + Dexterity modifier damage, and you slide the target 1
square.
Artful Dodger: You slide the target a number of squares equal to your
Charisma modifier.

Torturous Strike
Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy
howl in pain.

Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your
Strength modifier.

Tumble
Rogue Utility 2
You tumble out of harm's way, dodging the opportunistic attacks of
your enemies.

Encounter ✦ Martial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.

Effect: You can shift a number of squares equal to one-half your
speed.

Crimson Edge
Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed, and like
a shark, you circle in for the kill.

Daily ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing
damage equal to 5 + your Strength modifier and grants combat
advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.
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#28336
4e Rogue class detailed 6 Years, 6 Months ago  
I am still waiting to see, but i have to admit many many of the previews have me going "meh".
Some of the things they are doing seem good, I admit as an occasional Rog player, the inabilty to sneak attack, Constructs, Undead, and a slew of other things is a pain. But i can see doing a "house rule" fix of this from one of the things from 4 (gone are the Immunities), and say yeah a Construct has a gear, undead have tendons, etc that can be crit, just not as well, and do 1/2 damage... same thing with some of the Immunity to magic type things...
But others just leave me with WAY to simplified....
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#28337
4e Rogue class detailed 6 Years, 6 Months ago  
As I've posted elsewhere it really like D&D 4e is pushing hard to be a video-game - massive damage potential, thrilling multi-button special-combat-maneuvers, absolutely no need to Role-Play!
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#28338
4e Rogue class detailed 6 Years, 6 Months ago  
Hello All,

I do not want to cause a controversy but I wanted to chime in here. No rules, 2nd, 3rd, or 4th can/will dictate the DM's ability to introduce Role Playing into the game. If that is the case then I would not play in that game. As for other things being easy.... I am not sure what you mean. It looks like there are about 5 or 6 things one must choose when creating a rogue. Race will also affect these choices. That is at 1st level. If they hold true to what they claim I would expect more diverse choices at higher levels. Either way it still does not kill role playing. Please do not take me wrong I am not a strong supporter of 4th ed. But here is what I see. Gamers that have been around the block, (I assume most of us are on this forum) are used to 1st, 2nd etc. how long did it take most of us who opposed 3rd ed to switch to 3.5? Not long I suspect. The first time a Player played a Dwarven Rogue/Mage in my game I was like "Huh, that's different" I look forward to the game drawing more players. Case and point. I have a Meetup.com site with 22 registered players. I have interviewed all of those players and narrow the playing field down to 6-7 players who like to role play, have a car, show up on a regular basis or at least call or email me when they can not, and are fun to role play around the table. We schedule a game every 2 weeks. So far this year we have not played. In fact the last game was mid December. I look forward to having a larger group. If it means using rules that are different so be it. The comments that this will be video game like, and easier have not yet materialized for me. Yes the numbers will be larger and things different, but that is business. I have said it before. I want to try 4th ed. I want to look for new players. I will not throw my 3.5 away. I like 3.5 and have a lot of material. however if 4th ed seems cool and there are more players. I will switch.

Things I like so far
Ecologies are back in the MM
There is now a dleta between different weapons and skills in terms of damage
new skills
new problems that will need new house rules ( I love thwarting Min/Max players)
new players
thinking through each change, at least it appears so on the blog

Things I do not like
Lots of untested changes. Yes they play test but some of this stuff could have been tried in supplements.
To long of a lead time with lots of hype. Usually means over hype
Not to many old developers I know and like participated.
older mature gamers dismissing the game because of the "video game feel", "world of warcraft feel", and "Magic the gathering feel" I do not see it

Shadox
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#28339
4e Rogue class detailed 6 Years, 6 Months ago  
I have to agree with Shadox here (and I must admit, I am pretty excited for the new ruleset). Roleplaying is nothing you will find in the rules. My group has two tables we use - one for roleplaying (strewn with beer bottles, half two-litters of mountain dew, fritos bags, dice, and books), and one for combat (strewn with miniatures and DF pieces). We usually divide out time about equally between the two tables. IMO, every subsequent edition release has helped D&D. 2nd was better than 1st, 3rd was better than 2nd, ect. Don't get me wrong, the money sink blows, and not all the changes were great, but overall, I thought that each new edition brought a new refinement to RPG's that didn't exist before.

My group decided to try Star Wars Saga Edition after the last 3.5 game we finished, and we all love it. Everyone agrees that it is a better ruleset that 3.5. The good news is, I have heard that WoTC used SWSA to playtest several of their ideas for 4.0. If they did, I think many of us will be pleased.

Also, I think that editions get ruined once they have too much support material. Editions need to be "rebooted" every once in a while to get rid of all the dreck and broken detrious.

-Swift
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#28340
4e Rogue class detailed 6 Years, 6 Months ago  
Can't say as I agree (i guess thats obvious)....

Multi-use powers per class per encounter, healing powers for everyone, "special moves" (press the B button twice, then the C ubbton then down on the game-pad...)....?

I'll take a look at the new rules, but I aint seen nothin yet to give me reason to hope....
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#28341
4e Rogue class detailed 6 Years, 6 Months ago  
no more sleepy time in the middle of dungeons :lol:
wicked cool
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#28342
4e Rogue class detailed 6 Years, 6 Months ago  
no more sleepy time in the middle of dungeons :lol:
Sounds like a video game....
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#28343
4e Rogue class detailed 6 Years, 6 Months ago  
Shoot, I can roleplay while playing monopoly or chess...
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#28344
4e Rogue class detailed 6 Years, 6 Months ago  
I am still excited about 4E.

I will reiterate what I have said before.

Simpler rules and faster game play does not mean it is a dumbed down game. It is so frustrating to hear people making some of the same complaints about 4th edition that people made about 3rd edition.

Also, I agree with Shadox, roleplaying is about a style of play, not the rules. Now, there are some games which encourage more roleplaying then others, and DnD has NEVER been one of them. For goodness sake, in the vampire games the DM is called a storyteller. Meanwhile, serious roleplaying in TOON is a waste of time, just throw another pie!

My gaming group is made up of all college graduates, several with masters, and we are in our 30's, and we all played 1st ed or earlier. We don't play DnD to talk about how our orphaned Elven Monk/Cleric needs to work out his issues with his half-human sister who's being courted by the slimy but wealthy Lord Whatever of Wherever, and we spend 2 hours of a gaming night dealing with our DM's version of Much Ado About Nothing.

No, we like to kill things. We like to evade traps. We like to outsmart the enemies ambush. We like to watch the wizard fireball 8 creatures into nothing and make our DM cuss at us. And I say that as someone who DM's 1/2 the games.

What we hate are rules that are used so rarely that when the come into play we have to spend 20 minutes finding them using the worthless 3.5 index. We hate high level monsters that are immune to 90% everything, so the DM has to keep track of which damages are full, which are 5/fire, and which are immune. Nevermind saving throws AND spell resistance against magic. We hate having to gather 25 dice to make 3 attacks with Sneak damage and then the time it takes to count them up.

So, if 4th Edition means streamlining the game so our party can kill more monsters, make more levels, each player can be more active, and generally get through more dungeon in the same amount of time, then bring it on. If 4th edition is more fun for our group, then Hells Yeah baby!

And if it sucks, well, I bought Hackmaster last weekend........ and I've got MERP and Rolemaster and TnT and Toon and basic DnD and 1st Ed and FASA's Star Trek, and Decipher's Star Trek, and Star Wars and GOD HELP ME, Dragonlance 5th AGE........

3.5 is a complete system, nothing new ever needs to be made for that game.

Change is good, bring on 4.0, and when it's done bring on 5.0.....

With the internet and Ebay, nothing ever really goes away, so if 4.0 is not your style, and you are sick of 3.5, there are a myriad of other games out there.....

Cheers
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Robert
 
#28345
4e Rogue class detailed 6 Years, 6 Months ago  
Shoot, I can roleplay while playing monopoly or chess...
My Black Pawn, who was once a quiet family man under the white king, until the white king ordered the death of everyone in his village, will move diagonally into your White Knight, whom is actually his brother in law, and chose to stay loyal to the horrible white king. Each feels the other betrayed their values.

The White Knight utters his revenge as he is captured, swearing to destroy the pawn next time....next time!
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Robert
 
#28346
4e Rogue class detailed 6 Years, 6 Months ago  
Shoot, I can roleplay while playing monopoly or chess...
My Black Pawn, who was once a quiet family man under the white king, until the white king ordered the death of everyone in his village, will move diagonally into your White Knight, whom is actually his brother in law, and chose to stay loyal to the horrible white king. Each feels the other betrayed their values.

The White Knight utters his revenge as he is captured, swearing to destroy the pawn next time....next time!

LOL...nice.

-Swift
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