One D&D Rogue: Yes, it's fantastic

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If you like what I do and would consider supporting this channel through Patreon:

If you would like to know how I calculate damage or how baseline damage is determined, I go through it in this video:

Timestamps:
0:00 Intro
1:48 Level 1
5:14 Levels 2 & 3
6:15 Level 5
11:07 Levels 6 & 7
12:56 Levels 8 - 11
13:56 Levels 12 - 14
15:44 Levels 15 - 20
18:19 Arcane Trickster
22:01 Assassin
26:10 Swashbuckler
29:42 Thief
33:51 Sample Build
39:00 Damage per round
42:39 Comparison to Fighter, Barbarian, Monk

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I love the additions of more tactical options for the cost of max damage. I'm glad they added back complexity/options in this way, it lets the casual players keep their simple damage number and allows for those who perfer tactical effects to opt in layer of complexity over the default. Basically the depth is increased while leaving the shallow end intact for those who want it. It shows a sophistication in design.

Duranous.
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The rogue was really a pleasant surprise

VTheTuber
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I love the fact this rogue seems to have more options, that's the biggest thing nonspellcasters needed

bakuiel
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25:02 Envenom weapon is stronger than presented here. It delivers the 2d6 poison whenever the target fails the saving throw against the poisoned condition. After the initial save, the target makes a saving throw every round until they succeed.

ramn_goblin
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Woo here we go! Also, Cunning Strikes is exactly what I suggested in my feedback response, which was we need something more at 5 because Uncanny Dodge doesn't match up with things like Extra Attack, and we could use a feature that trades Sneak Attack damage for things like tripping people and poisoning them. So I am fairly happy with this change. 😂

buraeen
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Swashbuckler's Awe effect is basically "Up to 3 enemies can't attack me now" which is actually a fairly cool effect. I can definitely see it being useful during combat: I'm more sad that it's harder to use out of combat.

ThatGuyMontag
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The fact that the new playtest 6 revision of the rogue is so much better than the playtest 2 revision (Expert Classes) gives me a lot of confidence for the monk. Sure the current version is a bit of a miss, but they'll get it next time.
The way I see this playtest working is:
Revision 1 > Tweak > Revision 2> Tweak > Publish

play.through
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Rogue is definitely solid and an appreciated change to the 2014 handbook. My feedback will be that the level 9/13/17 subclass feature progression is unfairly slow compared to other classes like Wizard, and I wish the level 14 feature was instead spread out over a couple of levels. Maybe gaining an option at levels 10 and 12 rather than all 3 at once at 14

sneedfest
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Rogue was the clear winner in this playtest, aside from having the old subclass progression (seriously, waiting until level 9 for your 2nd subclass feature is terrible).

TehMolernator
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Magical Ambush of Arcane Trickster is actually very slightly buffed. Although Hidden gives the Invisible condition, being invisible does not necessarily mean you're hidden. If you have a way to become invisible outside of hiding (Cloak of Invisibility or Greater Invisibility), then you don't even need to hide to get the benefit.

sillvvasensei
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For Envenom Weapons for Assassin, they take the 2d6 damage every time they fail the save against the save. So if they fail multiple times, the damage will really add up. Not much, but better than presented

deadpoolrwbyfan
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Awe is for when you are fighting a group of enemies and you just want to kill their leader and you constantly are trying to awe them into not fighting you.. I personally love this!!

pjenner
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Everyone loving this rogue is exactly why the battlemaster is an amazing subclass for fighter.
People LOVE having options

sikitywiked
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I personally find knock out hilarious. Just imagining a rogue knock a dragon out of the sky is amusing.

nikcantsnipe
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I am so happy for Rogue and would be excited to run this version in a future game. I love the archetype so much but after getting into the game it just lacked the depth the new version has.

NexGenRogue
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Knockout also has some out of combat stealth use that I’m excited to try. I think that is probably more the intent than to break a Legendary Resistance.

andrewspringer
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I assumed Knockout was intended predominantly for "We need to take a prisoner/hostage/this unreasonable person alive" so it'd be used in a situation where sleep has become impractical for stronger targets (and probably casters have dropped it or not memorized it), or in situations where you've sent the rogue off on their own and a lot of murdering is not necessarily what they want to do.

humantargetjoe
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Hey! You pronounced my name right! You rock! Thanks Chris!

psusac
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In one word to summarize the new Rogue as a perpetual Rogue player;

Phew.

ninjasquirrels
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The Knock Out option allows rule-supported non-lethal damage with ranged attacks

SupaBass