I know right? I have been playing a good paladin or cleric for so very long, I can't even remember being able to ever use my bard character for very long on this site at any moment and not for a while. Playing a rogue will be an interesting opportunity to try something new, one untrusting and self conscious of herself.
Edited: Thomaslee on 11th Aug, 2017 - 5:47pm
Yeah, that will make a party with 3 rogues ! Bound to be interesting, maybe we should start our own Thieves' Guild *chuckles*
As far as the game system, I am still trying to wrap my head around the 5e mechanics here… for example: as the Help action applies to ability checks, can Jack provide support to a situation like that of Geoffroy here for example? I realize this is a purely rhetorical question since Thomaslee's already decided on his fate, but still… I feel like I'm missing out on using some of my character's prowess because of my lack of familiarity with these new game rules. Learning curve, y'all, learning curve, ehheheh.
I've never even tried Pathfinder, but darn eager to try of of these days.
Also, what with the Action Point rule ? I've seen it mentioned on other forums (And some live games on youtube as well, Grey Force and Acquisition Incorporated to name a few), but we're not using it here, are we ? Kyrr's got a point with the bad dice rolls, action points would go a long way to balance that out, kinda like the Force points in the Star Wars Role-playing Game, remember that one ?
Oh, and yes: that +2 Dexterity increase came in REAL handy for Jack, trust me, that was a no-brainer for me.
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Edited: AshDrunbar on 11th Aug, 2017 - 6:08pm
In regards to action points, 5E calls them inspiration points, which can get confusing when we have bards handing out bardic inspiration dice like they're candy.
I keep reminding people about it, but I think there have been a whopping 2 uses of inspiration since the beginning of the game.
In theory, I'll hand inspiration out for impressive role playing, and you recover it if expended at the beginning of a chapter (We're near the start of chapter 3 for reference), but since you can only have 1 inspiration point ready to go at once, you can't hoard the things.
When an inspiration die is expended, the default use is to give yourself an extra d20 roll. I've expanded this a bit to include stunts. Pitch a neat idea to me for an action that isn't normally allowed by the rules, but might be doable with extra effort (Such as changing the shape of an AOE spell, or pinning someone's arm to the wall with an arrow) If the thumbs up is given, you can spend an inspiration point to make the attempt (You'll still need to make a roll of some kind in most cases)
P.S. In regard's to Jack's hunt for bolts. Don't worry about it. I won't make you track ammunition unless in a situation where recovery/replacement is an issue for a long period.
Ash, I saw that. Of course you got it when it wasn't needed *wink*
We really could start a thieves guild. Counting Mari 4 out of the 10 PC's and NPC's are rogues. They cover all of the rogue archetypes besides swashbuckler. Earlier in the adventure we had zero rogues. It could be fun someday to try an all rogue party. An exception could be made for a trickery domain cleric who could work well within such a group. It would definitely be different.
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Edited: Kyrroeth on 11th Aug, 2017 - 9:20pm
Kyrroeth,
Actually, that sounds like a blast. Maybe something in an urban setting and they are all part of the thieves guild if it's in a big city like Waterdeep or they are the guild if it's a smaller city. Sometimes they venture out to raid tombs or whatnot when the local prospects dry up or things get hot because of a job they just pulled off.