Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Whats the deal with rogues anyway?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ExploderWizard" data-source="post: 4736147" data-attributes="member: 66434"><p>Thank you. The problem with the rogue being a main base class is that in order to stay true to the trappings of the archetype it would be sub-par in many combat situations OR given ad-hoc abilities to make the class combat effective which doesn't mesh with the archetype. I would rather scrap the base class than have to tack on abilities that make it more fighter-like just to get it up to "acceptable" levels for contributing to combat.</p><p> </p><p>With regard to being all about combat first and everything else second I would say this design strategy has been applied to all classes equally starting somewhat in 3E and as a specified design goal in 4E. While this does not automatically equal badwrongfun it does force certain archetypes to mutate or perish.</p><p> </p><p>The system I am building features one overall class (fighter) for those that do not have magical abilities (BMX bandits unite!) Combat techniques of the rogue will be the focus for one type of fighter. That fighter may also select thief as primary skill set thus creating a "classic" type of rogue but has the option to still be able to fight like one but focus on another set of non-combat skills. </p><p> </p><p>Magic. The bane of all thief skills. I am designing magic with eye toward keeping thief skills useful from the beginning. There will be no cheap/easy magic item production/creation. I don't recall magic being such a replacement for thieves prior to the 3E era of dime store magic.</p><p> </p><p>The power scale of magic will be shifted somewhat not by morphing the spells into near uselessness but by scaling them somewhat to allow for higher level play. For example levitate will be a 3rd level spell, fly will be 5th, teleport 7th, ect. There will also be no "I can do everything" wizard class. Spell lists will be built for caster types with an eye toward balance and flavor so that no single caster can "do it all". </p><p> </p><p>I enjoy playing rogue type characters and would never consider removing those types of abilities from my game even if they don't get thier own class.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4736147, member: 66434"] Thank you. The problem with the rogue being a main base class is that in order to stay true to the trappings of the archetype it would be sub-par in many combat situations OR given ad-hoc abilities to make the class combat effective which doesn't mesh with the archetype. I would rather scrap the base class than have to tack on abilities that make it more fighter-like just to get it up to "acceptable" levels for contributing to combat. With regard to being all about combat first and everything else second I would say this design strategy has been applied to all classes equally starting somewhat in 3E and as a specified design goal in 4E. While this does not automatically equal badwrongfun it does force certain archetypes to mutate or perish. The system I am building features one overall class (fighter) for those that do not have magical abilities (BMX bandits unite!) Combat techniques of the rogue will be the focus for one type of fighter. That fighter may also select thief as primary skill set thus creating a "classic" type of rogue but has the option to still be able to fight like one but focus on another set of non-combat skills. Magic. The bane of all thief skills. I am designing magic with eye toward keeping thief skills useful from the beginning. There will be no cheap/easy magic item production/creation. I don't recall magic being such a replacement for thieves prior to the 3E era of dime store magic. The power scale of magic will be shifted somewhat not by morphing the spells into near uselessness but by scaling them somewhat to allow for higher level play. For example levitate will be a 3rd level spell, fly will be 5th, teleport 7th, ect. There will also be no "I can do everything" wizard class. Spell lists will be built for caster types with an eye toward balance and flavor so that no single caster can "do it all". I enjoy playing rogue type characters and would never consider removing those types of abilities from my game even if they don't get thier own class.;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Whats the deal with rogues anyway?
Top