Wednesday, January 29, 2014

Classes: Rogue (Now Scoundrel) Cursory Overlook

First of all, let's call the Rogue a Scoundrel, I think that Rogue is almost too endearing of a term, and also it's got too much of a connotation with WoW and D&D, so let's dittch it for Scoundrel instead.  Sound good?

Now let's look at what a scoundrel really is: he's generally an intelligent, very skilled and street smart character whose motivations generally are much more personal and less about the group: examples include greed, fame, etc.  They are less about the means and more about the ends, essentially they are the natural antihero of the party.  They are also jacks of all trades, they are essentially the characters with the biggest bag of non-combat tricks for mundane challenges (with spellcasters having the largest bag).

So what things should a rogue receive?

Let's start with basics:
- Slightly more skills than the average bear. (Maybe 5-6 instead of 4?)
- +3 Dishonesty, Negotiation, Breaking and Entering, Stealth, Connections, Linguistics
- Use of Light Weapons and Ranged Weapons, Use of Light Armor

Now let's get a little more complex; characters such as this aren't necessarily good in a straight on fight, they prefer to tip the odds in their favor in any possible  way they can.  They lie and cheat their way to victory.  Essentially in a fair fight they would get slaughtered, but they never fight fair if they can help it.  So what can we give them to accomplish this task?

- Sneak attack, of course, add an extra die or two when the Scoundrel is attacking someone who is distracted: aka flanked, sleeping, blinded, wounded, dying, etc.  Anything that would cause them to essentially take their eye of the scoundrel for any amount of time.  Let's make it 2d6-3d6 extra damage.  Or if they skip a turn, they can use that to observe one enemy for weakness, next attack is an automatic sneak attack.
- What about the ability to use their environment to their advantage, picking up sand/dirt and throwing it in the opponents face to stun/blind them for two turns?  Or the ability to use Perception to the enviroment to see what things are and use them to their advantage
-  What about the ability to hunt down people's secrets?  Make a Connections roll to figure out something about the person, some secret that could destroy them, use it against them.  Aka, find out about their sick sister, kidnap her and use her as leverage. (Very roleplay heavy power here)
- Ability to poison creatures and humans
- Ability to mask scent/basically become invisible for some many rounds per day?
- Ability to feign death, after taking damage they fall to the ground "dead" and the enemy ignores them for as long as the rogue doesn't move, next attack is a "sneak attack", can only be used once per combat.

Those are just some starting ideas, I'm sure more will come up as we play.

No comments:

Post a Comment