Quote Originally Posted by Tinco View Post
Nah, it's really not too hard. Let's say we wanted to bring extremely strong self-healing to the rogue:

TA:

Laughter is the best Medicine: After dodging an attack, you gain one stack of laughter. The next time you are hit, you are healed by by (roguelevel*x) per stack of laughter.

Assassin:

Trap the Essence: Every time you kill an enemy, your shadow consumes the essence of the slain foe. The next time you enter stealth and are not in combat, you heal for (combined enemy CR).
Improved Trap the Essence: TdE now triggers 33% on vorpals.

Mechanic:

C2H6O: (cooldown 5 seconds): You take a rejuvenating gulp that heals you for 2d6 per rogue level (scales with whatever). Every time you use this ability, you get a stacking penalty of -2 to all your mental attributes for 30 seconds.


Would that break the flavour of the archetypes? Imo no, but it would still improve them by a lot.
Right, I like them, I am just saying that it will result in an OP powerhouse. Do you really care if it was laughter or blood strength what healed you, if at the end of the day they are comparable? Does it matter if it crit rage or staff specialization if they are to have similar DPS?

To have real differences in gameplay they have to work harder than that.

PS - Heck, with mirrors of glimmering right now it is possible to build a lad that looks like a barbarian now matter what you equip him/her ROLF.