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报告翻译问题
And that's not "exactly" the truth, AI is actuallly pretty smart here. Sure they initially focus your tank, but they switch from it if they don't hit tank or other characters pose more threat.
Bluff - may still be impossible, and two, there's very few things more suspicious when a detect alignment array returns no alignment. vigalente can pretend to be one single other alignment and doesn't have a chance to fail.
"Retry? If you fail to deceive someone, any further checks made to deceive them are made at a –10 penalty and may be impossible (GM discretion)."
Craft - i'm going to be honest, i've never had a GM use the craft rules as shown. but yeah, this one is potentially a time saver.
UMD - only thing of import is the pretend to be 2 races or alignments thing, REALLY niche building going on there, but it is unqiue. I'd be another class and use the feat however if that was the case.
Perception is defeated by an alarm spell and for the most part, true sight. I don't know of many cases range comes into play with perception checks other than invisibility. maybe eavesdropping a convo? i'll give this some potential for being actually rogue oriented possibly.
and no, none others. they tend to pretty much suck compared to spells (JUST BE A BARD)
which is why sneak attack should be nerfed (maybe 1d4 ot 1d4-1) at least when given by flanking. if you get it from sneaking, then maybe the full 1d6.
vigalaente has an optional trait for 1d4 sneak attack from normal but 1d8 dice when done via stealth. could use something like that.
* With the P&P implementation of the rules, the player could set up flanking anyway - just with more (and boring) micro. I'm not talking about P&P with a tactical DM, i'm talking about AI enemies
* Player has easily enough resources to give the SA guy improved invis
* However the enemies would probably never flank or eat OAs all the time
* Rogues are already weak compared to fighter: Fighter gets full BAB (+5 to hit) and weapon training (+5 to hit / +5 damage) and has easy access to crithunter feats. Hits more often, crits more often and potentially crits harder (esp. 2-h fighter variant).
* The rogue, who is supposed to be a striker = deals a lot of damage already has problems to fill that role compared to normal fighter. Adding the positionning bore would kill that class in the CRPG
FINE BE AN INVESTIGATOR! (they have everything you just said + alchemist stuff) (and they're better at skills)
Can someone confirm with video/combat log, to avoid misinformation? Because if it is supposed to be only 1 SA per round, but a bug allows several at times, then it would explain the different statements.
What about ranged sneak on flanked target? This is the true problem here. I think the game is more than correctly balanced on MELEE flanking sneaks. I just want the ranged flanking sneak gone, which goes completely against PnP rules.
Nah, there are always ways to make rogues good. Dragon age actually made really fun rogues, especially in second game, all backstabs, duplicates, vanishes and combo points, super fun class. All you need to do to compensate positioning and all the tricks > increase damage compared to face-to-face fighters.
you can get multiple SAs, they just have to be against a flanked target or someone who lost their dex mod to AC, like being paralyzed or blinded. flanking only required the enemy be threatened by 2 melee characters in the game.
pretty sure an investigator talent gives them sig skills(or maybe the signature skill section simply recommends also giving investigators them every 5 levels and so i do, so people don't gotta be a rogue to get it{i have the unchained book}). and you know investigators make better AND FUNNER skill rogues. nothing like having to spend an investigator point for an extea 1d6 on a skill roll when it's important. (WE NEED THIS DOOR OPEN NOW! etc.)
The problem is the game allows SA on Ranged attacks on flanked target, which is impossible in PnP. And since it works like in melee it does gives full attacks SA, as long as the target is being flanked by two melee allies.
SA on flat-footed also works as intended, as in you can get full attack SA as long as the target is denied its dex (blinded, paralyzed, you have improved invisibility, etc.)
yes but
A= ally
E= enemy
AAA
EEE
gives you flank as much as
AEA does