Well, that's also part of the problem with Rogues. They have great skills. What those skills do is almost entirely undefined. And every GM is going to have a different idea of what they should be able to do, particularly at higher levels. So you're a19th level Rogue, everything you can do with your Thieves' Tools is at maximum, and... What? Can you unlock the side-door to the Hells and sneak in? Ask your GM, plenty of whom will default to being cautious about what exactly they allow those skills to do.Currently the rogue has more utility than any warrior, even arguably the ranger. Expertise, 4 skills + thieves tools (which in the current rules means that taking slieght of hand give the rogue advantage on every check to pick a lock or disarm a trap) cunning action, level 5 cunning strike makes cunning action more versatile, level 6 expertise, and level 7 reliable talent, is a crazy package.
while I agree on this, I have seen in all the years playing that in more sessions social abilities are ignored than combat ones.As an aside, i don't know that it is a good thing for the rogue to "catch up" in damage dealing.
Currently the rogue has more utility than any warrior, even arguably the ranger. Expertise, 4 skills + thieves tools (which in the current rules means that taking slieght of hand give the rogue advantage on every check to pick a lock or disarm a trap) cunning action, level 5 cunning strike makes cunning action more versatile, level 6 expertise, and level 7 reliable talent, is a crazy package.
I don't think the game should ever be balanced based on a featureless room where only combat of the most simple kind occurs. It should be balanced on the assumption that many fights will have terrain and that many sessions will only feature 1 fight if any at all. How the game is actually played. In a game like that, the rogue has the spotlight and shines hright plenty, without needing any boost to damage.
To quote Vaarsuvius:while I agree on this, I have seen in all the years playing that in more sessions social abilities are ignored than combat ones.
As the saying goes:
You can turn every social encounter into a combat one, but you cannot turn every combat encounter into a social one.
while I agree on this, I have seen in all the years playing that in more sessions social abilities are ignored than combat ones.
As the saying goes:
You can turn every social encounter into a combat one, but you cannot turn every combat encounter into a social one.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.