wingsandsword said:
Okay, maybe I'm looking at D&D from a completely different perspective, but the game is a lot more than battles, and just because you're not useful. A rogue is the guy who picks the locks, scouts the dungeon, and does lots of non-combat stuff.
Take it from me: a lot of time is spent in battles.
"Picks the locks"... ooh. I get to roll the die once (or take 20). Takes 20 seconds. Not quality fun.
"Scouts the dungeons"... ooh, I get to get 15 minutes of 1 on 1 time with the DM. Not fun for the other players.
"Lots of non-combat stuff"... you need to come up with interesting examples.
Battles are great because everyone gets involved. They are the highlight of many - if not most - games.
Also, lots of combat situations rule out sneak attack, in my experience it's the sort of thing that comes up occasionally but not often. If you're fighting across a 30 or 40 foot chasm trading ranged attacks, Sneak Attack is right out
IME, it comes up in nearly every battle. It's not so important at levels 1-3, but by level 10? You see it all the time. Improved Invisible Flying Rogue. That's a sneak attack every attack.
if you're fighting 200 orcs swarming you in a lair then sneak attack damage is moot if the orcs are dropping in one hit anyway.
Yeah, and the rogue isn't tremendously disadvantaged in that situation anyway.
A fight where a rogue gets to get in flanking position and start hammering on a creature for several rounds to help drop it is the exception and not the rule, at least in my experience.
You haven't seen quite enough 3.5e play then. Flanking can be one way of doing it (especially in 1 on 1 fights), but Improved Feint, Invisibility, Hide (and sniping) and a bunch of other things allow sneak attack to function in fights.
If the party is fighting a Golem then the Wizard is probably just as useless in that fight as a Rogue in a fight with an Elemental, since Golems are usually immune to all but a scant handful of spells (which usually have limited effect on them). Are Golems going to lose their massive magic immunities?
As 3.5e has gone on, that Golem has gotten less and less effective at resisting magic, alas! Even if the Wizard doesn't have Melf's Acid Arrow, there are still spells like Haste that cause the Golem to have a bad time. (And once you add SC and the Orb spells... eek!)
Sure, there are times when the Wizard isn't quite as effective, ditto the Fighter, Cleric and Rogue. However, a design goal of 4e seems to be that there will *still* be something they can do, rather than hanging back and doing nothing for 60+ minutes.