Post by Gromph on Oct 30, 2005 6:10:20 GMT -5
I have been hearing for quite some time that people don't like playing as Rogues because they are hard to play as because they are the jack of all trades not specifying in blowing up enemies with fireballs or able to cleave through hordes of enemies using a toothpick. KM told me to come up with some ideas, and I don't know if you guys already incorporated these or already discussed them (quite frankly, I wouldn't want to go through this PW as a Rogue, would take too long) so I will just list them off.
1. Use Magic Device could lower the ILR for items that rogues want to use. ( I don't know if the ILR code can be changed but just an idea ) This shouldn't be too big of a bonus ( say they count as "one level" higher per 5 ranks? ) or it could lead to over powered rogues.
2. Use Magic Device could help with wizard-specific items like Ioun Stones ( Don't know if this is already done ).
3. Allow quest conversations to have extra options for Rogues (or other classes) with high ranks in Persuade or Bluff to get some extra gold or even XP.
4. Quests should try to have extra ways around the problems for those who choose the stealthy approach (but should still award same amount of XP). I know this is a big leap as far as scripting goes, but it could also be used for DM quests too.
5. More rogue-specific items such as a Poison Making Kit. Poisons are OK but I think it could add a little more edge to the rogue's combat abilities if he could use powerful poisons such as black lotus extract and maybe poisons that can lower target's INT and WIS for spell-casters.
6. From what I could remember from the 3rd edition books, I thought the feat Opportunist allowed the rogue to add his sneak attack dmg to his AoO. I don't know if you can change this if it is hard coded into NWN but just a thought. This could give Rogue's more of an edge in combat then fighters in extreme situations.
7. Give XP for disarming traps and unlocking doors? But I can also see this as being exploited for cheap XP.
8. Make a few traps and locked doors in dungeons have a bit higher DC's that maybe normal classes with open lock and disable device skills as cross classed can't disable. Having to waste spells to blow open the door or using your allies as fodder could make having Rogue's in parties more of an asset.
9. Give them a BAB of a fighter and learn spells as a sorc. They could also have access to Self-Concealment feat at lvl 1. Also the sneak attack should be every level.
10. The above one is a joke ;D
Thats about it. Dunno if it helped at all, I just feel that the Rogue is a great asset to parties, not actually soloing. But maybe we will see more Rogue action when we go public cause we could have parties then. I usually play the swashbucklin' rogue so can't really help with the RPing, sucking a** to the NPC's for their own gains rogue.
1. Use Magic Device could lower the ILR for items that rogues want to use. ( I don't know if the ILR code can be changed but just an idea ) This shouldn't be too big of a bonus ( say they count as "one level" higher per 5 ranks? ) or it could lead to over powered rogues.
2. Use Magic Device could help with wizard-specific items like Ioun Stones ( Don't know if this is already done ).
3. Allow quest conversations to have extra options for Rogues (or other classes) with high ranks in Persuade or Bluff to get some extra gold or even XP.
4. Quests should try to have extra ways around the problems for those who choose the stealthy approach (but should still award same amount of XP). I know this is a big leap as far as scripting goes, but it could also be used for DM quests too.
5. More rogue-specific items such as a Poison Making Kit. Poisons are OK but I think it could add a little more edge to the rogue's combat abilities if he could use powerful poisons such as black lotus extract and maybe poisons that can lower target's INT and WIS for spell-casters.
6. From what I could remember from the 3rd edition books, I thought the feat Opportunist allowed the rogue to add his sneak attack dmg to his AoO. I don't know if you can change this if it is hard coded into NWN but just a thought. This could give Rogue's more of an edge in combat then fighters in extreme situations.
7. Give XP for disarming traps and unlocking doors? But I can also see this as being exploited for cheap XP.
8. Make a few traps and locked doors in dungeons have a bit higher DC's that maybe normal classes with open lock and disable device skills as cross classed can't disable. Having to waste spells to blow open the door or using your allies as fodder could make having Rogue's in parties more of an asset.
9. Give them a BAB of a fighter and learn spells as a sorc. They could also have access to Self-Concealment feat at lvl 1. Also the sneak attack should be every level.
10. The above one is a joke ;D
Thats about it. Dunno if it helped at all, I just feel that the Rogue is a great asset to parties, not actually soloing. But maybe we will see more Rogue action when we go public cause we could have parties then. I usually play the swashbucklin' rogue so can't really help with the RPing, sucking a** to the NPC's for their own gains rogue.