All posts tagged ENWorld

Mike Mearls é o novo cabeça do D&D

Menos de uma semana depois da última rodada de demissões na Wizards of the Coast, foi anunciado, também de maneira bastante informal que Mike Mearls, principal designer da 4ª edição do Dungeons & Dragons, agora é Group Manager da marca, ou seja, responsável não só pelos livros de D&D, mas também romances, jogos de tabuleiros e basicamente tudo que leva a marca D&D dentro da editora.

O primeiro anúncio da mudança foi feito no twitter de Mearls, e depois confirmado em um tópico da ENWorld. Aliás foi neste tópico, onde o pessoal está  parabenizando o cara e discutindo se Mearls assumiu a posição que antes era de Andy Collins e Jesse Decker, que o novo gerente da marca D&D escreveu algo bem interessante:

It’s funny, because it almost feels like I’ve won some sort of election. I’m acutely aware of the pressure of the position, the expectations, and the current atmosphere among D&D fans. I think I had a few minutes of ecstasy. Since then, it’s been a long week and a lot of thinking.

This is also a new position in the department. I’m taking on a lot of Bill Slavicsek’s responsibilities. Bill’s responsibilities have broadened to include more things like boardgames, novels, Heroscape, and so on. There’s a lot more to D&D than just the RPG. The RPG is my corner to play in, while Bill looks over the entirety of D&D.

Believe me, I realize how difficult this job is. There are far more paths that lead to my screwing up than to my doing a good job. It’s the geek equivalent of running a professional sports team. Do well, and everyone loves you. Screw up, and you’ll never hear the end of it.

There’s something pretty basic to the job, though. The gist of it, when you boil it all down, isn’t rocket science.

Way back in the misty days of the 1980s, when I first discovered D&D, I thought Gary Gygax, Tom Moldvay, Doug Niles, Tracy Hickman, and the entire TSR crew were demigods. I loved poring over Dragon magazine, reading through adventures like Forgotten Temple of Tharizdun again and again, and studying the DMG. I devoured the Dragonlance novels. I fought battles across our basement floor with legions of BattleSystem counters. I filled the few, precious pieces of graph paper I had with dungeons. I designed classes and monsters. I loved D&D.

Then, something happened. TSR dropped Gary. Greyhawk was pushed aside. When 2e came out, I was torn. There were plenty of things to like about the game, but the attitude around it was off. It almost seemed like the people behind D&D didn’t particularly care for the way I loved D&D. Maybe I was completely irrational, but the game felt changed in some insidious way.

As time went on, that feeling only increased. There were bright spots, most notably Dungeon magazine, but a lot of the stuff TSR put out didn’t really speak to why I fell in love with D&D in the first place. I wanted to love D&D, but it wasn’t really clear that the company behind D&D wanted to return that love.

I actually stopped playing D&D for a few years. I ran a grand total of one (terrible) campaign in college. I wasn’t really sure that D&D was something I’d be involved with anymore. I bought a PS 1 and started playing lots of console games. I ended up sticking with RPGs, but I kept to games like Deadlands and Unknown Armies.

Then something pretty cool happened. In 1999, at my very first GenCon, I sat in the audience as Ryan Dancey announced 3rd edition. It was like a religious revival. One presentation and free t-shirt later, and I was a complete convert. My friend Nate called it a money grab, an appeal to munchkins. I think my exact response was, “**** you dude. This is the best thing that’s ever happened to D&D.”

For whatever reason, the entire presentation of 3e‘s announcement felt like it had been directed straight at me. I was a complete D&D goob again. Hallelujah, praise Gygax, my faith was restored.

A year later, my faith had been well-placed. 3e was awesome. D&D felt like the game I always had wanted it to be.

In looking back, I think that my job is fairly simple. I want people to love D&D. I want people to feel like the game is in good hands, that the hand at the tiller is confident, smart, and genuinely interested in the good of the game.

It’s easy for me to look at this as the chance for me to make D&D into the game I always wanted it to be, but that would be disingenuous. It’d be the height of vanity, a monument to arrogance. D&D can’t be a game that caters to a single person. It’s bigger than that. It lives and dies by the collected spirit of every person that’s ever picked up a d20, put pencil to graph paper, or leaned close to the table as the last character standing, clutching his last hit point, rolled his attack against the BBEG.

Of course, actually doing that isn’t simple, but it helps to have a goal. I can’t force anyone to love D&D. I can’t legislate the game into popularity, or commission a survey that will tell me exactly what to do.

What I can do, though, is watch, listen, and learn. I can put everything I have into D&D and hope for the best. At the end of the day, you guys get to judge whether I’m doing a good or screwing up by buying or avoiding the products I help make. That gets back to the election thing. You guys didn’t put me into office, but you sure as Hell get the chance to kick me out.

If you have any questions, the best way to get in touch is by dropping a line to my work email address (it’s my first name dot last name at wizards dot com, or drop a line to dndinsider at wizards dot com). I can’t answer everything, but I’ll try. I’ll also record answers to interesting questions on the podcast. I’m on vacation this week. I like reading web forums to see what’s up, but they’re not always the best place to answer questions.

Emotivo e meio brega, mas não deixa de ser curioso como ele fala da época pré 2ª edição do D&D de uma forma que muita gente fala hoje dos rumos que a WotC tomou com a 4ª edição do RPG mais famoso do mundo: There were plenty of things to like about the game, but the attitude around it was off. It almost seemed like the people behind D&D didn’t particularly care for the way I loved D&D. Hmmm acho que sei como é isso…

No fim das contas acho que é uma promoção que não muda muita coisa – Mearls é provavelmente o maior responsável pelas mudanças mecânicas da 4ª edição, então quem sabe isso resolva o legado das excessivas erratas deixadas pelo finado Andy Collins. O mais bacana talvez seja o fato de Mike Mearls ser um cara aparentemente boa praça, que se dá bem com todo mundo e participa ativamente de fóruns e espaços de discussão com jogadores, de forma muito parecida com a que o também finado Scott Rouse fazia. Então acho que teremos uma nova cara mais simpática para o Dungeons & Dragons, embora no interior o conteúdo seja o mesmo.

A pesquisa da Wizards sobre o Dungeons & Dragons e D&D Insider

Na semana passada foi noticiada na ENWorld a criação de uma enquete pela Wizards of the Coast para avaliar, além dos hábitos D&Dísticos dos jogadores, o que eles esperam e o que tem achado do D&D Insider.

Pelo que eu percebi, a pesquisa aparece apenas às vezes como um pop-up na página do D&D Insider, o que deixa claro o recorte e enfoque do questionário nos usuários deste serviço. Afinal, uma pesquisa mais genérica apareceria também na página do Dungeons & Dragons, que deve ser muito mais acessada.

Mesmo assim, a pesquisa tem questões bem interessantes, com algumas perguntas que talvez sejam mais esclarecedoras que suas possíveis respostas. A multiplicidade de respostas para a pergunta 2 (Quando você joga D&D, você…), que inclui até “usa dados” (huh?) como uma possível resposta, explícita a proposta da WotC de tornar a marca D&D mais que apenas o jogo de RPG mais famoso do mundo, algo que eu acho que não é novidade, mas que está sendo levado com uma seriedade e prioridade nunca antes vistas. Aliás tendo a achar que daqui pouco tempo vai ser muito mais difícil entrarmos estas discussões sobre a WotC e os rumos do jogo sem levar em conta seu caráter de “hobby de múltiplas plataformas” e como se dá a integração entre elas na experiência de jogar Dungeons & Dragons.

As perguntas 10, 14 e 16, algumas das específicas sobre o D&D Insider, dão a opção de avaliar não apenas cada uma das ferramentas do D&DI, mas também de opinar sobre possíveis adições ao serviço, como descontos na compra de livros impressos para os assinantes, contato direto como os designers, ferramentas para compartilhar as suas criações com outros usuários do D&DI e por ai vai.

E a pesquisa vai fundo nas maiores críticas ao serviço online da Wizards of the Coast nas perguntas 19 e 20, que tratam da confiança do público que a empresa vá conseguir criar ferramentas digitais de qualidade e no prazo prometido para o Dungeons & Dragons. Imagino como serão as respostas depois que o Character Builder atrasou um bocado e a esperada D&D Virtual Game Table ainda não passa de uns screenshots.

A pesquisa é uma iniciativa bacana da WotC, além de uma forma mais focada e fácil de colher feedback do que acompanhar os infinitos tópicos que falam sobre a 4ª edição e as novidades da Wizards nas maiores comunidades de jogadores da internet. E para nós jogadores, é uma maneira simples de participar deste retorno e nos fazermos ouvir, embora provavelmente os resultados disso sejam praticamente imperceptíveis a curto prazo ou mesmo em qualquer prazo. De qualquer forma, se você é um de nós que adora discutir os rumos do Dungeons & Dragons, seja por aqui ou em listas de discussão e fóruns, não custa nada responder ao questionário.

(E depois vir discutir aqui!)

Demissões, corporações e os rumos do bom e velho D&D

Embora ainda não tenham sido oficialmente anunciadas, as demissões feitas pela Wizards no início desta semana estão agindo como gasolina sobre a fogueira da discussão contínua sobre o sucesso do Dungeons & Dragons 4ª edição e a influência da gigante dos brinquedos Hasbro sobre os rumos do jogo. Vou compilar neste post o que alguns nomes importantes do universo do RPG, em especial do sistema d20, esreveram à luz da surreal demissão de nomes como Jonathan Tweet, David Noonan e Randy Buehler.

Começando pela resposta do Monte Cook a uma afirmação do usuário Piratecat no fórum da ENWorld sobre as possíveis conseqüências positivas das demissões, na qual o autor que definiu a 3ª edição aponta o que entende da situação atual da Wizards em relação aos seus funcionários:

Originally Posted by Piratecat
Major layoffs during the 3e era created some award-winning game companies: Green Ronin, Malhavoc Games, and quite a few more. I can only hope that layoffs during the 4e era do the same.

While I appreciate the good intent, I’m not sure how one might credit layoffs with the creation of Malhavoc Press. Neither Sue nor I were laid off, nor was our first major freelancer (Bruce Cordell). I suppose later on we used the talents of Sean Reynolds and Skip Williams, but we’d been around for a while at that point. I suppose you could say that some of the layoffs were indicative of the kinds of large changes that occurred at WotC which convinced me it was no longer a place I wanted to work at.

Not that I have any illusions about what would have happened had I stayed. I’ve no doubt that I would have been laid off. From a larger perspective than just yesterday, it’s become clear that WotC’s become a company that not only doesn’t value experience, it avoids it. (And looks at least somewhat disdainfully, rather than fondly, upon its own past.) You have to stretch your definition of “old guard” to even apply to anyone there anymore. (This is likely a bottom line issue, since the longer you stay, the more you get paid.) When I was there, I worked among people like Skip Williams and Jeff Grubb–with that kind of perspective at hand, I was always the new guy. Which was fine by me. I had much to learn and always appreciated the perspective they could provide. Now, most of the people working on D&D weren’t even there when I was there. That’s how much turnover and change there’s been. There’s a real danger of losing continuity with these kinds of layoffs. Dangers involving making old mistakes and not remembering what was learned in old lessons.

It’s a foolish and shortsighted management that lets people like Jonathan, Julia, and Dave go. Foolish. And a cold-hearted one that does it at Christmas. But this is not new outrage, it’s old, tired outrage. This is the company that laid off Skip, and Jeff, and Sean, and other people of extraordinary talent and experience. It’s par for the recent course.

Before I end this bitter ramble, let me just add that it’s hard not to laugh at the shocking and perhaps pitiable ineptitude of a company that makes role playing games that would lay off Jonathan Tweet, very likely the best rpg designer, well, period.

Sabia que eu não podia estar errado em considerar o Tweet um dos caras mais fodas do mundo do RPG… Mas mesmo assim, não sei até que ponto os caras da WotC teriam culhões para demitir o Monte Cook, nome que durante a 3ª edição se tornou sinônimo de Dungeons & Dragons. Nesta pegada de avaliar os efeitos da Hasbro sobre o que a WotC, e consequentemente o D&D se tornaram, Sean K. Reynolds, um cara que eu não acho dos mais brilhantes, mas que obviamente entende mais da lógica da empresa mais que eu, também mostrou seu ponto de vista no fórum da ENWorld:

Originally Posted by Moniker
Given some thought on this subject overnight, I believe this was inevitable. Not only because of the economy, but the push for WotC to reduce costs on material production by moving their share of effort into the digital market.

No, it was inevitable because Wizards does this every year around this time They lay off people, switch to using more freelancers, realize that they need more in-house people to help things run smoothly, hire more in-house people, then have a layoff when your projected budget starts looking wrong. It’s a crappy way to run a company, and a crappy way to treat your employees. I have friends there that have been laid off and rehired by Wizards two or more times now … Wizards just keeps repeating the cycle.

See, Hasbro is a dying company. They don’t produce anything new or innovative, they’re too “east coast” and set in their “old business” mindset. What they do is find interesting, profitable young companies, buy them, squeeze as much money as they can out of them, crush everything that is unique and innovative about them, and then discard them when they’re no longer profitable. As a former Wizards person pointed out to me, Wizards of the Coast (and other Hasbro acquisitions like Galoob) are “chemotherapy” to Hasbro. In a year where every division of Hasbro lost money except for Wizards, Hasbro had a company-wide flat headcount reduction, even for Wizards (still flush with money from Pokemon, Magic, and 3e). Hasbro started “fun alerts” in its daughter companies, pushing the employees to have fun at work (net result: “fun alert” Mr Potato Head posters popped up at the Wizards office), ignoring that people at Wizards were already having fun making great games. So when you see things like these layoffs, it’s corporate types saying, “making $8 million profit per year on this brand isn’t enough, you have to make $10 million profit,” and then letting go of the people who make your profit in order to cut costs (i.e., salaries) and give the appearance of extra profit. Far too many companies act this way, whether it’s cutting benefits, shipping jobs to cheaper workers overseas, etc. … it looks good on paper in the short term, but 1, 2, 5, or 10 years down the road you look at the ruins of your business and wonder why profits are still down and your employees have no loyalty.

You can be fair and responsible in your treatment of your employees and fair and responsible to the financial interests of your investors. You don’t have to maximize one at the expense of the other. Netting $8 million every year for the next 10 years is better than netting $10 million this year, $9 million the next, then $8m, etc., all the way down to $1 on the 10th year ($80 million vs. $55 million).

From time to time at TSR people would talk about forming a union of designers and editors. I’ve heard that Lorraine’s response was, “If you form a union, I’ll fire you all and replace you with college students happy to do this work for half the pay, or even free.” While she could do such a thing, the quality of your products would suffer (much like how the quality of the D&D minis has gone downhill), and that would alienate your customers, and that eventually makes up for the “savings” of hiring cheaper workers. It’s stupid and shortsighted.

And to repeat: this is an annual thing for Wizards. And doing this right before the holidays is especially sleazy.

Não sei até que ponto este lance da Hasbro ser uma empresa que “está morrendo” é real, aliás me parece que não é bem assim. Este artigo sobre o CEO da Hasbro fala o como o sucesso de Transformers foi essencial para a renovação da empresa e como ela aposta em sucessos semelhantes com o filme dos G.I Joe, e em nenhum momento cita a Wizards, Dungeons & Dragons ou Magic. Se a WotC fosse mesmo este oásis de lucro dentro da Hasbro, isso deveria aparecer não é?

Enfim, ainda neste tema mas levando ainda mais para dentro do D&D, Chris Pramas escreveu um post ótimo em seu blog, no qual toca em uma questão recorrente também no mercado brasileiro de RPG, que é a falta dos números de vendas e dados mais concretos para avaliar o sucesso de um produto, no caso, obviamente a nova edição do RPG mais famoso do mundo:

Since the announcement of the 4th edition of Dungeons & Dragons, there have been continuing flamewars about the game all over the internet. This is to be expected, but what I find interesting is the amount of time that’s also spent discussing whether 4E is selling well or not. Every gaming message board I visit has some variation of this topic right now. For most gamers, you wouldn’t think it would matter. Either they are playing and enjoying 4E or they not. How many others are playing it would seem largely irrelevant, but some people who hate 4E want to crow about its failure and some people who love 4E want to exalt in its success. The trouble with the game industry is that companies rarely share their sales data, and at large companies like WotC accurate data is not necessarily passed down the chain of command. It is thus the executives and the sales people who know what’s really going on at a high level and they of course are the least likely to talk about it. You may see vague and qualified statements, but almost no one provides real numbers.

Due to the GSL situation, Green Ronin isn’t doing much with 4E. Our one planned product, an update of our d20 System Character Record Folio to 4E, just went to print. I am looking forward to its debut because it will give me some direct and measurable data. The original folio was Green Ronin’s best selling product of all time, going through six odd print runs. It will be informative to see how the 4E version stacks up.

Now the anecdotes I hear are sometimes interesting, but I try not to read a lot into them. I had a retailer at the Alliance Open House in Las Vegas, for example, tell me he stopped carrying 4E because his customers tried it, didn’t like it, and went back to playing 3E. I can believe that happened in his store, but I don’t think such an extreme reaction is common. The only commentary I have taken seriously has come from the two halves of the distribution system: the game trade and the book trade. In separate conversations, an executive in the game trade and the former RPG buyer for a major chain of bookstores both told me the same thing: 4E sold in well but follow-up sales were slow. One of them told me that 4E supplements were selling at the same level as 3E supplements at the beginning of this year (i.e. 8 years into 3E’s lifecycle).

That is interesting info if true. Even so the picture might change as more supplements and support material comes out and new organized play programs have an effect. I’ve said previously I don’t think we’ll know what kind of legs 4E has until next summer. A year after release gamers will have had a chance to put it through its paces and judge the development of the line. While brand power is important (and D&D has plenty of it), it’s ultimately the play experience of the fans that will tell the story.

Yesterday’s layoffs at WotC add an interesting wrinkle, but it’s unclear what they signify (other than a shitty Xmas for the folks who were let go). It seems most of the layoffs were centered on WotC’s digital efforts and certainly their part in the 4E launch did not go as planned. It was surprising to see Jonathan Tweet and Andrew Finch, both long time employees I’d have thought immune to the seasonal layoff cycle, on the list. Their departure could be a cost saving measure, but it’s also possible they volunteered for the layoff. I’ve seen people who are ready to move on take bullets to spare others before.

What is unambiguous to my mind is that the third party market for 4E material is a shadow of its former self. By early 2001 you had publishers selling huge amounts of d20 product and more companies jumping into the fray every week. This time there is a trickle of product and no one is seeing the gangbuster sales of 3E’s heyday as far as I can tell. The GSL revision has yet to appear and the d20 diaspora continues to splinter. If WotC was serious about wanting the support of third party publishers, the GSL has been a strategic failure to date. If the goal was to cull the third party market though, mission accomplished.

Moving into 2009 the state of the biggest RPG in the industry is unclear, the RPG category in general continues to struggle in retail stores, and we are in a recession that may get much worse before it gets better. In this environment you can give up or look for opportunity. I have chosen the latter course and I’ll have more to say about that in the future.

Curti o cliffhanger no fim do post… Mas voltando a parte menos misteriosa, não sei até onde isso é birra do pessoal das editoras que lançam (ou lançavam) produtos d20 com o descaso da WotC e sua maldita GSL que não sai, mas é curioso perceber que nos comentários do post, ninguém menos que Erik Mona da Paizo e o já citado Monte Cook da Malhavoc também dizem que têm ouvido dos lojistas que a 4ª edição bombou no começo, em especial com os livros básicos, mas que a venda dos suplementos não tem sido boa, em alguns casos muito próxima do que se obtinha com os livros 3.5 nos últimos meses antes do anúncio da nova edição. Eu não sei até onde isso pode ser considerado como algo generalizado, aliás acho que nem pode, mas neste sentido tive uma conversa de buteco interessante com o Barbi e o Giltônio esta semana sobre as demissões. Falavamos especificamente sobre o D&D Insider, e o Giltônio perguntou com seu característico jeito de gordinho folgado:

- Cara porque a Wizards não divulga o número de assinantes do D&D Insider? Volta e meia a Blizzard fala que World of Warcraft tem não sei quantas centenas de milhares de assinantes, porque a WotC não faz o mesmo?

Claro que ele estava dizendo que a Wizards não faz o mesmo porque o D&D Insider têm fracassado em conseguir assinantes. Eu não sei. O motivo pode ser o número de assinaturas abaixo da expectativa? Claro que sim, mas também pode ser porque a parada ainda não está funcionando de maneira plena, ou porque não faz parte da política da WotC divulgar estes números. Mas o que eu sei, e tenho que concordar com o Giltônio parcialmente, é que quando eles não dizem quantos assinantes o D&DI possui, e ainda demitem quase um terço da equipe que trabalha nesta área, inclusive o Randy Buehler, principal responsável pela parada, eles não estão exatamente me transmitindo a mensagem de uma iniciativa digital bombante…

Voltando ao post do Pramas e seus comentários, outra coisa muito interessante é localizarem esta possível queda rápida nas vendas da 4ª edição ao fraco suporte que ela vem recebendo de outras editoras em comparação com o que ocorreu com a 3ª edição na véspera de seu lançamento, devido, obviamente a confusão com a Game System Licence que a Wizards arrumou, e cuja versão definitiva não saiu até hoje. Neste ponto eu concordo bastante, acho que embora competissem com os livros lançados pela WotC, os produtos de outras editoras também ajudavam a manter o sistema d20 em constante mutação, inclusive cobrindo nichos e lacunas que a Wizards não conseguia ou se interessava ocupar. E neste ponto eu acho que o Erik Mona ganhou o prêmio Área Cinza de mais sábio da semana ao escrever nos comentários o trecho abaixo, que vou usar para encerrar este post gigantesco, no qual articula a falha da GSL, a rejeição que ainda existe em relação a 4ª edição, e as saídas que cada editora teve que criar para se manter no mercado:

I do think that Wizards of the Coast missed a huge opportunity with all of the fuckery that went on with the GSL. It’s clear that there’s a lot of skepticism from the fans regarding the new edition, and if companies like Green Ronin and Paizo had been allowed to support the new edition in a meaningful way, I have to believe that transition would have been much more smooth.

Some of it was arrogance on behalf of the brains over at Wizards, but I think even more of it was the sheer madness of producing a new edition of “the world’s most popular roleplaying game.” Against that chaos, the powers that be simply decided that bringing third party publishers on board was not a high priority.

Whether or not that will prove to be a mistake for WotC remains to be seen, but it’s definitely made life a lot more interesting for the third party publishers. With no serious opportunity to support D&D, all of us have had to make our own decisions about what to do in order to survive. In many cases, that’s created direct competitors out of people who were looking forward to playing on the same team.

Picaretando o monge na 4ª edição

Achei um tópico interessante na ENWorld essa semana, onde o usuário Foxman sugere a mistura de um item mágico do Adventurer’s Vault e uma nova habilidade dos ladinos apresentada no Martial Power para criar um personagem rápido, que pode usar todos seus poderes de ladino batendo na mão. Ou seja, um monge improvisado!

A parada rola com um ladino equipado com o item Belt of Brawler, página 164 do Adventurer’s Vault, que permite que os ataques improvisados, com destaque para os desarmados, sejam considerados como se o personagem estivesse empunhando uma clava.

Belt of the Brawler         Level 3
Your punch packs a wallop when this belt is about your waist.

Item Slot:
Waist
Price:
680 gp
Property: Make improvised attacks (included unarmed attacks) as if you were armed with a club.

Ok. legal, o ladino desarmado agora causa 1d6 de dano com um ataque desarmado ao invés de 1d4 e pronto? Nada disso! O Martial Power apresenta uma nova habilidade de classe para o ladino, que pode ser escolhida no lugar de Artful Dodger ou Brutal Scoundrel:

Ruthless Ruffian: You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.

Agora sim, viu onde o combo do Foxman chega? O ladino não só bate na mão causando 1d6, mas pode usar seu ataque furtivo e qualquer outro poder que exija lâminas leves, tudo na porrada! Divertido não é?
Vou tentar criar um monge picareta aqui e ver no que vai dar…

Monge Picareta      Level 3
Medium Humanoid
Str 14 (+2)
Con 13 (+1)
Dex 18 (+4)
Int 10 (+0)
Wis 12 (+1)
Cha 11 (+0)

Initiative +
Senses Perception +7
HP
35  Bloodied 17
Surges per Day 7

AC 17
Fortitude
14, Reflex 18, Will 13;
Speed
6

Feats Fast Runner; Improved Initiative; Weapon Focus (Unarmed)
Class Features Sneak Attack (+2d6); Rogue Weapon Talent; Ruthless Ruffian
Skills Acrobatics +7; Athletics +8; Insight +7; Intimidate +6; Perception +7; Stealth +10; Thievery +10

At-Will Exploits
Disheartening Strike Rogue Attack 1
The bite of your weapon is deepened by the sting of your ire.
At-Will * Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement:
You must be wielding a crossbow, a light blade, or a sling.
Target:
One creature
Attack:
+7 vs. AC
Hit:
1d6+5 damage

Deft Strike Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will * Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: +7 vs. AC
Hit: 1d6+5 damage

Riposte Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you.
At-Will * Martial,Weapon
Standard Action Melee weapon
Requirement:
You must be wielding a light blade.
Target: One creature
Attack: +7 vs. AC
Hit: 1d6+5 damage. If the target attacks you before the start of your next turn, you make your
riposte against the target as an immediate interrupt: a +5 vs. AC attack that deals 1d6 + 3 damage.

Encounter Exploits
Dazing Strike Rogue Attack 1
An expert strike catches your foe by surprise and leaves him reeling from the pain.
Encounter * Martial,Weapon
Standard Action Melee weapon
Requirement:
You must be wielding a light blade.
Target: One creature
Attack: +7 vs. AC
Hit: 1d6+5 damage, and the target is dazed until the end of your next turn.

Blade Vault Rogue Attack 3
You bound into the air, driving your blade home as you land.
Encounter * Martial, Weapon
Standard Action Melee weapon
Requirement:
You must be wielding a light blade.
Target:
One creature
Effect:
Before the attack, you can shift 2 squares. If you are trained in Athletics, ignore difficult terrain during the shift.
Attack:
+7 vs. AC
Hit:
1d6+5 damage. For every square you shifted as part of this power, the attack deals extra damage equal to your Strength modifier.

Daily Exploits
Handspring Assault Rogue Attack 1
Springing forward with feline agility, you lash out, cut deep, and roll away to safety.
Daily * Martial, Reliable, Weapon
Standard Action Melee weapon
Prerequisite:
You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +7 vs. AC
Hit: 3d6+5 damage, and you can shift 2 squares.
Special: When charging, you can use this power in place of a melee basic attack.

Hmmm nada mal… Claro que não é exatamente a coisa mais eficiente e maximizada do mundo, mas estamos falando do monge! Em relação aos talentos tentei emular o monge deixando o nosso rapaz mais veloz na corrida, além de acrescentar a boa e velha improved initiative. Outras opções seriam o Two-Weapon Fighting ou Backstabber para a galera visando ser mais eficiente no combate, ou Sure Climber para quem quiser aquela pegada “sou legal mas sou inútil!” do monge 3.5.

Já no campo dos poderes tentei colocar aqueles com ênfase na movimentação, com exceção honrosa do Dazing Strike que é monge demais para deixar de lado. No geral achei os ataques baixos, acho que um +7 no 3° nível não dá muita onda. Não sei se jogaria com nosso amigo picareta ai em cima, mas definitivamente foi um exercício divertido!