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Anyone else tired of the miserly begrudging Rogue design of 5E?
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7382674" data-attributes="member: 6846794"><p>They're also great at helping the part avoid combat encounters entirely <em>(people at the back of the bus: No, not all combat encounters)</em> - unless every checkpoint, window, bush and tent is guarded by a crack commando or dragon. Which would be awesome. And kinda silly. Taken to extremes, and under the assumptions the player is making smart use of the rogues generous skill allotment <em>(and the DM isn't an arse)</em>, they can set things up so any 'fight' is practically won before the weapons are readied <em>(though, at extremes, you can find yourself in split-group territory)</em>. </p><p></p><p>They're also rather nifty in dungeons, if built for them. Only character at the table that keeps on trucking. Fighter gives them a run for their money until they encounter the traps. Though this does rely on the rogue not dumping Str entirely <em>(and/or picking up Athletics)</em>.</p><p></p><p>Non-linear. Asymmetrical. Guerrilla. Psych Warfare. Rogue is good. And obviously, your DM needs to embrace these things, else...</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7382674, member: 6846794"] They're also great at helping the part avoid combat encounters entirely [I](people at the back of the bus: No, not all combat encounters)[/I] - unless every checkpoint, window, bush and tent is guarded by a crack commando or dragon. Which would be awesome. And kinda silly. Taken to extremes, and under the assumptions the player is making smart use of the rogues generous skill allotment [I](and the DM isn't an arse)[/I], they can set things up so any 'fight' is practically won before the weapons are readied [I](though, at extremes, you can find yourself in split-group territory)[/I]. They're also rather nifty in dungeons, if built for them. Only character at the table that keeps on trucking. Fighter gives them a run for their money until they encounter the traps. Though this does rely on the rogue not dumping Str entirely [I](and/or picking up Athletics)[/I]. Non-linear. Asymmetrical. Guerrilla. Psych Warfare. Rogue is good. And obviously, your DM needs to embrace these things, else... [/QUOTE]
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Community
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Anyone else tired of the miserly begrudging Rogue design of 5E?
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