trip + daze is a very silly combo at level 14. Make them prone on a failed save, and they have to spend their movement standing up and can now only move due to the dazed condition. Does require them to fail two saves, but can do this every turn.
I'm not usually saying a lot on these sorts of things, but I'm wondering if the rogue will have better feat compatibility with the new iteration, since that 3rd feat coming in at 10th level wasn't the biggest bonus, damage wise, before with how things were.
What is with the weirdly clickbaity negative subtitles for all the classes this last week? It's weird for a channel normally so positive and forward thinking. Anywho, you do you. Got the engagement in the end I guess.
whats the difference between knocking someone out, and just declaring you are dealing nonleathal damage? Which... is always an option for everybody that is not using a spell.
Calling the soul knife the supernatural assassin is weird to me. Did we forget the phantom? I feel it's much more assassin-like. It can move through objects/floors/walls.
> "[Sneak attack pool] ...sometimes the rogue doesn't need all of those dice to do damage." You wash your damn mouth out with soap. I need ALL of those dice, MORE of those dice I tell you!
Here is Infranaut's tiny, day one patch I really like: When you take Steady Aim, you decide whether you want Advantage on the roll or to increase your Sneak Attack Dice by a number of d6s equal to your Prof Bonus if the attack hits. I feel like this adds a fun level of risk/reward to the Rogue, and in situations where you already qualify for SA you just get a damage increase.
The reasoning for the ancients paladin getting resistance to necrotic/radiant/psychic is pen for pad what would be more thematic and fitting for the Oath of Watchers and I feel like that's a massive oversight
What I felt was missing was both the option to use your psionic knives on opportunity attacks and other reaction attacks, but also to have them interact with magic weapons the rogue can use! If my soulknife finds a +1 dagger I've found it difficult to justify not just using that dagger instead of my psionic knives (my subclass). Felt it is a shame they didn't adress that.
Looking forward to aeeing a deeper look at the soul knife. The current version is really cool, but I wished it had some sort of weapon bonding like the eldritch knight so you could use magical weapons with the knife features.
Very sad about the Rogue, right now before level 5 its my favorite class even though it drops off hard after that. I really like some of the new mechanics and diversity of options. It made me excited to play a rogue but I was noticing the rogue was not getting the power creep the other class were and that kind of sucks. I had hoped they might fix the problem in the final product. Well the druid still looks fun and exciting and I always like playing a bard. Looks like I'm still sticking with rogues for low level one shots only.
I already watched their videos and I here for your comments. Is there a way to separate your comments or could you make another video with just your comments?
So Envenom Weapon let’s you ignore resistance, regardless of wording I’m going to rule it also ignores advantage on poison saves so if you have a fancy poison, like Crawler Mucus, you’re more likely to land it on normally resistant enemies.
I don't understand why a certain flavor of nerd needs to laugh about the character abilities they're describing. Like... it feels like the laugh is more of an "this is so awesome" laugh than a "this is so funny" laugh, but I don't get the impulse
25:05 Oh, thank the Lord! I can't wait to see the improvement. I'm guessing (praying) you can cast _Mage Hand_ with Cunning Action. Otherwise, it's like, "I either constantly cast _Mage Hand_ outside combat so I have it when combat breaks out, or I waste my first turn each encounter to cast _Mage Hand_ again."
1.l All 4E contributions to 5E. All, across the board. 2..) Death Save, Death Save, back up like nothing happened, Death Save +1HP, Back up like nothing happened. 3.) No stakes. Like none at all. 4.) Terrible system design. 5.) Every damn MFer is a damn superhero. 6.) None of it even really matters. It is all the same shit with different "flavor".
nobody gives a f*** about cunning strikes... like it's literally so situational your DM has to go out of their way to use it. We have disengage already, you aren't changing the preference for ranged weapons over melee since the only real melee rogue was the swashbuckler, and they removed it, and nothing it gives outside of poison, which is the most resistant/immune damage type there is (and is a non-status effect), and non-combat damage is just declaring to your DM you're trying not to kill them.
Thanks for the commentary. Next time, could you please try to edit out the banter on the original video? It really doesn't add a whole lot and I'm more interested in your take and analysis.