I just added this mod along with Cunning Strike and UA6 Swashbuckler. I loaded my game, respec'd my rogue and I don't have scimitar proficiency as is stated in the description of the file download page. Anyone else having this issue or did I mess something up?
I noticed that while multiclassing and getting extra attack (kensei monk mod) the off turn attack then procs extra attack in the following turn.
The flowchart on my end is as follows: Astarion makes reaction attack -> astarion starts turn -> extra attack -> normal attack that consumes action point -> extra attack -> manual off hand attack x2
Yes, that's what I meant. I tried installing both, but it resulted in a weird bug, where if I miss a sneak attack and then do an offhand attack, it hits twice, once with a normal offhand attack and once with an extra sneak attack.
I don't suppose there's an easy way to add Scimitar proficiency for Rogue to this, or make it a standalone? I really want to use the Scimitar "Speedy Reply" but am not proficient. It still doesn't make sense to me that Rogues can wield short swords and long swords but not scimitars without burning a feat or multiclassing.
"As veterans of D&D 5e know, The Rogue struggles to keep up with the other martial classes once Extra Attack comes into play." Veterans of D&D5e know, that the Rogue class manages to outtank (both single-target and multi-target/aoe attacks/abilities, if you don't care about AC not reaching 23+ and HP not reaching 200+), outdamage (single highest attack/hit damage, only going up against Barbarian and Champion Fighter) and out-roleplay/out-perform (funny expertises and skill proficiencies, especially Thieves Tools, Stealth, Deception and Perception) most classes in roles, that said classes should be the ones excelling in. Sneak Attack working together quite well with flanking rules, poison and even ranged attacks, is already enough.
How does the rogue out tank anything by not having AC or HP? How does a rogue outdamage multi attacks? mathmatically thats not possible. skills in this game really arn't every relevant for individual builds outside of the face character. you already have 4 characters to splite utility between, so each can easily specialize in skills, with room leftover for overlap. You don't have a human DM allowing shenanigans with skills the way you do in the tabletop either.
Even with this mod theyd probably still struggle to match another martials DPS and certainly wouldn't out tank any of them.
Maybe state that it's "optimizers", who think a Rogue manages to somehow struggle just because of not having an Extra Attack feature, instead of "veterans". Currently just speaking out against a blatant piece of misinformation provided by the mod author, You, but your response shows your immature side quite well, so I at least have no need to reply any further after this.
I am not a min-maxer and I fully agree, rogue is one of two most OP classes in 5e and that still applies in Baldur's Gate, you just gotta be smart about positioning, that's really it. I killed the entire goblin camp with my assassin being solo using a light crossbow. There's only one major complain I'd have and it's not even directly about rogue but it directly affects him: Perception range, way too short, you usually step in the trap before ability check finishes.
The reason you were able to clear the entire camp is because stealth is broken in Baldur's Gate 3, not because Rogue is somehow OP.
The fact you are not an optimizer is probably why the Rogue has been performing well for you, but compare him to a regular old Barbarian with Great Weapon Master + Reckless Attack, the most basic optimized build, and the difference in damage between it and Rogue is staggering both on paper and in practice. The math doesn't lie, and 5e optimizers have known it for years now. However, it's worth saying that if you are not optimizing at all, then this mod might not be for you.
Thus, I have updated the original mod description and changed "veterans" to "optimizers" for clarity, because indeed not every veteran is knowledgeable about optimization and peak DPR.
That would make that subclass stronger than all the rest by a big margin. The intention is to buff base Rogue, the fact that Larian made the Thief miles better than the other subclasses is a different issue.
33 comments
I noticed that while multiclassing and getting extra attack (kensei monk mod) the off turn attack then procs extra attack in the following turn.
The flowchart on my end is as follows:
Astarion makes reaction attack -> astarion starts turn -> extra attack -> normal attack that consumes action point -> extra attack -> manual off hand attack x2
Just trying to figure out if this would be worthwile on a hand crossbow rogue.
I don't quite understand what bugs you are referring to.
It's unfortunate there is no dagger throwing build for rogues.
EDIT: Added.
Veterans of D&D5e know, that the Rogue class manages to outtank (both single-target and multi-target/aoe attacks/abilities, if you don't care about AC not reaching 23+ and HP not reaching 200+), outdamage (single highest attack/hit damage, only going up against Barbarian and Champion Fighter) and out-roleplay/out-perform (funny expertises and skill proficiencies, especially Thieves Tools, Stealth, Deception and Perception) most classes in roles, that said classes should be the ones excelling in.
Sneak Attack working together quite well with flanking rules, poison and even ranged attacks, is already enough.
How does a rogue outdamage multi attacks? mathmatically thats not possible.
skills in this game really arn't every relevant for individual builds outside of the face character. you already have 4 characters to splite utility between, so each can easily specialize in skills, with room leftover for overlap. You don't have a human DM allowing shenanigans with skills the way you do in the tabletop either.
Even with this mod theyd probably still struggle to match another martials DPS and certainly wouldn't out tank any of them.
Currently just speaking out against a blatant piece of misinformation provided by the mod author, You, but your response shows your immature side quite well, so I at least have no need to reply any further after this.
There's only one major complain I'd have and it's not even directly about rogue but it directly affects him: Perception range, way too short, you usually step in the trap before ability check finishes.
The fact you are not an optimizer is probably why the Rogue has been performing well for you, but compare him to a regular old Barbarian with Great Weapon Master + Reckless Attack, the most basic optimized build, and the difference in damage between it and Rogue is staggering both on paper and in practice. The math doesn't lie, and 5e optimizers have known it for years now. However, it's worth saying that if you are not optimizing at all, then this mod might not be for you.
Thus, I have updated the original mod description and changed "veterans" to "optimizers" for clarity, because indeed not every veteran is knowledgeable about optimization and peak DPR.
So you took advantage of the limitations of Larian's AI in a way that a real DM would never let you...