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