Originally Posted by
GeneralVryth
Rogues are an interesting beast. I haven't played one in a sit down game, my experience with them is mostly Solasta, BG3, and my own experimentations. They seem to preform really well when they can get advantage (which they can pretty easily generate through bonus action hiding in the video games), so I wonder how much them feeling bad is them either being played badly, or just having gaining advantage be much harder in a sit down game.
That thought leads nicely in to why Extra Attack feels so important. In general most attacks are going to be made with a 40% to 80%? hit chance? If you get 2 rolls of the dice (Extra Attack sans Adv., or one attack with Adv.), that's 64% to 96% chance of doing damage with a smaller chance of doing double damage with Extra Attack. Which means most turns the martial will have done something if they took the attack action. Which leads to another thought, seeing more (or even some, since I can't think of any non-spell example) abilities that can be used on a miss or near miss attack. They wouldn't add to peak output in a turn, but they reduce the odds of the turn overall being wasted. These would likely slot in nicely for the Fighter (at least if you assume their flavor as weapon master), but can easily make sense to some varying degree on most martials.