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*Pathfinder & Starfinder
4th ed, the Good & the Bad?
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<blockquote data-quote="Hussar" data-source="post: 3966462" data-attributes="member: 22779"><p>Well, a regular occurance would mean, to me, fairly common monsters that see play in adventures. I'm thinking that undead certainly fit that bill. Elementals are pretty high up there. Constructs are also making appearances in many, many adventures.</p><p></p><p>Put it another way. Putting a rogue in the party means that you cannot do tomb raiding. What's the point of having a rogue if Tome Raider is not on the list? Sure, the rogue sorts out the traps, but, that's one die roll (or maybe a couple) and 20 seconds of game time. I watched our last adventure, which was a tomb raid, and the rogue sat around for THREE SESSIONS. And, that's not unrealistic. Pick any tomb raiding sort of adventure and you should be seeing lots of constructs and undead. </p><p></p><p>Woo hoo, my rogue gets to sit around with his thumb up his bum. Oh, I can give someone else a whopping +2 to hit. Yay me. Gimme a break.</p><p></p><p>Even the wizard, facing constructs, is not totally nerfed. He can buff, he can use non-SR spells. Bang, he's back in the game. No matter what, the rogue is screwed.</p><p></p><p>What blows my mind is that people have no problems with a fighter with a non-magic sword kicking the crap out of a stone golem (two handed sword, five points power attack, no more DR), but, nope, the rogue can NEVER EVER be effective. It's not a case of "the best ability doesn't work, so the game is unfun". That's not the problem.</p><p></p><p>The problem is NOTHING the rogue does can be effective. He might as well sit in the corner and watch, because he's not going to help in that fight. </p><p></p><p>If you don't believe this to be true, design an undead filled dungeon for your party. Do a tomb raid and watch the rogue player. See how much fun he/she has for the duration of that adventure.</p><p></p><p>I really get the sense that people who don't worry about the rogue being screwed over have never seen it in play.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3966462, member: 22779"] Well, a regular occurance would mean, to me, fairly common monsters that see play in adventures. I'm thinking that undead certainly fit that bill. Elementals are pretty high up there. Constructs are also making appearances in many, many adventures. Put it another way. Putting a rogue in the party means that you cannot do tomb raiding. What's the point of having a rogue if Tome Raider is not on the list? Sure, the rogue sorts out the traps, but, that's one die roll (or maybe a couple) and 20 seconds of game time. I watched our last adventure, which was a tomb raid, and the rogue sat around for THREE SESSIONS. And, that's not unrealistic. Pick any tomb raiding sort of adventure and you should be seeing lots of constructs and undead. Woo hoo, my rogue gets to sit around with his thumb up his bum. Oh, I can give someone else a whopping +2 to hit. Yay me. Gimme a break. Even the wizard, facing constructs, is not totally nerfed. He can buff, he can use non-SR spells. Bang, he's back in the game. No matter what, the rogue is screwed. What blows my mind is that people have no problems with a fighter with a non-magic sword kicking the crap out of a stone golem (two handed sword, five points power attack, no more DR), but, nope, the rogue can NEVER EVER be effective. It's not a case of "the best ability doesn't work, so the game is unfun". That's not the problem. The problem is NOTHING the rogue does can be effective. He might as well sit in the corner and watch, because he's not going to help in that fight. If you don't believe this to be true, design an undead filled dungeon for your party. Do a tomb raid and watch the rogue player. See how much fun he/she has for the duration of that adventure. I really get the sense that people who don't worry about the rogue being screwed over have never seen it in play. [/QUOTE]
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