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Joined: Aug 2006
Posts: 1,272
Sivad Offline OP
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Joined: Aug 2006
Posts: 1,272
Hey fam, been a long time. So sad to see Mike has passed away. Always smiled at his <weg> note...

I have an opportunity to play in my first ftf D&D game in almost 30 years. They're using 5.5 rules. GM has gifted all players with the following stats (to be used in any order)

10,10,12,13,15,16. He says he wants us to be "heroic".

I want to play a human Rouge, with wayfarer background. So set stats to this: (Not trying to min/ max,just using PHB recs)
S 10
D 16/18 (+2 from background) +4 (modifier)
C 15 +2
I 10
W 13/14 (j1 from background) +2
C 12 +1

Proficiency bonus: +2
Feats: Lucky, Skilled

Skill proficiencies:
Stealth (expertise) +8 (modifier)
Sleight of hand (expertise) +8 (modifier)
Thieves tools
Simple weapons (martial w/ Finesse)
Light armor

I have others but just wanted to list these because of my questions

Let's say I want to pick a lock (DC 15 per PHB) so is my chance to do so have a +10 modifier (+8 skill, +2 prof bonus w thieves tool) rolled with Advantage? If this is correct it seems ridiculously over-powered. I grew up on 2e so my mind is blown.

Second question re: combat

Initiative +4
To hit / damage +4 using a light wpn w/ finesse (& vex mastery) and damage target next attack against it with advantage and extra die of damage?

Am I correct so far? Appreciate any insight y'all can offer

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Hey Sivad- nice to 'see' you again!

I am sure there are a few who can help. I am not one of them. I stopped learning new D&D rules at 2.0.

BUT- Zeim and Neptune and a few others are absolute legends! I'm sure they will be able to get you pointed in the right direction

-jim

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Hi Sivad,
I have to admit that I know 5e but never played or ran a 5.5e game. There are differences but the systems are very close. The pick locks looks right. Don't roll low! You should, as a rogue, be good at opening locks. The "vex" mastery is new so I can't say for sure but it feels right.


-Nep

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