1) Never knew I needed this so much. This would be a huge and very intrinsic pillar to rogues in a party. Opens up tons of lines for RP and 'dialogue'. I don't know how difficult this concept is to translate it into code, however. I would love to see it available. --- Also, why does the 'tongues' spell grant its target to understand thieves cant? Always thought that was odd.Zorinar wrote:1) I think that there should be an option in combat mode for the rogue, that allows the party to see a hiding rogue that is in group with them. (give them +100 to see in-party rogues hiding)
-This allows rogues to communicate using thieves cant while hidden, with each other. It allows the party to know if the rogue is keeping up with them, as well. Realistically, the party should know where their rogue is, they are watching him hide.
2) More Magical light armor needs to be added for rogues.
3) Poison weapon should have a variety of effects, meaning different kinds of poisons that affect different stats.
4) Riposte Needs to be fixed and actually start working.
5) The balance of GM spot vs GM hide should be fixed.
6) The reflex save needs to be fixed.
7) If we are going by 3.5, sneak attack should be hitting every attack in the round, not just once a round. (But that will seriously mess with balance.)
More traps!
9) More Locked Doors!
10) Climb should actually work, as it is now with my Adept climb I still need a fly potion for almost everything that I need climb for.
I think 10 is good for now.
Thanks!
2) I've, too, noticed a bit of disparity in this respect. I have seen and have been rewarded with many pieces of enchanted half/full plate and chain mail that outshine the lighter and medium armors. Not a huge deal, it just makes the market for them that much more in demand.
3) I haven't experimented much on this, but I get the impression that there are different poisons in the game already that drop from different mobs. I could be completely wrong on this, too.
4) No idea on the status of riposte, but I wouldn't rank it high on, objectively speaking, the rogue's list of 'fix me please'. It would be considered the PC's attack of opportunity for that round, correct? Does the target suffer anything if the riposte is successful?
5) I'm still in the dark on what the numerical relationship of spot/listen are to hide/sneak. Besides that, is it possible to have items that give you skill levels on hide/sneak put you above the GM rank as we see?
6) Agreed. The number is wrong - half(6) of what it should(12) be by all accounts. This should be at the top of the list, no contest.
7) That would be more in line with 3.5, but would totally skew the balance - like you said. I propose that the surprise round should result in all your attacks being sneak attacks/backstabs. Only for melee, though. Ranged backstabs behave well enough as is - coming from a ranged specialized PC.
More traps. Simple and I like what it would do. Send a buffed/invis cleric or a more suitable thief to scout. Not necessarily more deadly traps. This would be welcomed.
9) I've encountered quite a few doors that are pick-proof. I like this because it adds a need for a fighter's doorbash or a wizard's knock. I would like a bit more to be added, and if it already is implemented just ignore this, but a command to test if the door/gate/chest is stuck, locked, barred or arcane locked. I guess it could be done simply through elimination..
10) There are items in-game that makes sense in an IC fashion that aid with climbing. I don't see this to be an issue.
I wish I had more points to add to yours, but I guess I'll just critique your ideas. Three points that really stuck out to me:
1) A PC needs the option to grant her party vision of her if she's hidden. Thieves cant would be relevant. This would be such a great functioning toggle to have.
6) Reflex save needs corrected.
7) Surprise round should yield sneak attacks for all attacks rolled and hit. Beyond that, don't screw with the balance.