I think it would have been significantly less problematic in this case, because with 16 STR (or DEX) and no offensive Feats, he'd be noticeably bad at damaging people (or causing conditions on them) compared to the 20 Primary Stat and probably at least one offensive Feat that the other PCs had. It'd have pushed him more towards the "hard to kill but doesn't do much" side of things, which is a lot easier to handle as a DM I think.
Well, with some of the other RK features he never had to take offensive feats really. For a long time he was also the prime damage dealer. Certain the STR 20 helped, but even STR 16 probably would have been enough to keep him effective.
I agree, however, it is hard to tell in the long run how it would have made things much easier or only slightly so.
I've played 5E with rolled stats and without - rolled are really fun but they absolutely throw balance out the window, for better or worse (they do open up some interesting multiclass build possibilities and so on though).
Actually, every one rolled pretty good stats. The Rogue current has DEX 20, INT 14, and WIS 16, along with CON 14. By the end of the game he'll be looking at INT 16 or WIS 18.
It's about how you play the PC, not just the features you possess. RK is unusual in that it has a feature just for protecting other PCs at all (and a pretty good one).
It is one of those features where
when it worked it as potentially awesome, but otherwise sort of
meh (thankfully!).
But on top of that, if you are very hard to kill, you can do stuff, you can put yourself in situations, which mean that the enemies have to pay attention to you, or naturally will, rather than targeting more vulnerable PCs. That's why I say "skill issue". He was, from the sound of things, more focused on showing how badass he was rather than playing as part of a team.
Not really... his part of the team was being the tank. Unfortunately for the others, when creatures had a hard time hitting him or taking him down, they focused on everyone else who was more "squishy" (much to their regrets).
It was 9 - 3 At Will, 3 Encounter, and 3 Daily - I don't think that was an accident either, I think it was very much intentional.
Sometimes there were ways you could kind of get more, but that took some effort. IIRC the later-added classes which didn't follow the AEDU structure almost all lead to the PC having fewer abilities to consider.
9 even at level 20? If so, that sounds pretty good as a base structure to me.
The only issue I take with the AEDU concept is that it seems so "forced" and gamey. One of my favorite concepts is "recharge" features. It makes things unpredictable. I've always liked the idea of reducing HP (removing HP bloat), but allow easier/ faster HP recovery between encounters. This way the individual encounters become more of a threat instead of waiting for attrition to kick in.