Gentlegamer said:
I guess what I'm saying is that the "combat role" of a rogue (and other non-fighter types) is more expansive than having the numbers to go "toe-to-toe" in a melee with a fearsome creature. Balancing them based on this is much more interesting and leads to a richer, more varied play experience than making mere combat the cardinal upon which their effectiveness is measured.
Not really. I find that in most games I've played in, that "non-combat activities" which I define as anything outside of the initiative roll and the time you can't see monsters anymore take up at most a quarter of any gaming session.
In most dungeons, rogues will spend 10 minutes sneaking ahead, disarming the trap on the door, picking the lock and coming back to the party to say "Hey, there's monsters up ahead" then coming back so the party can move as a group into combat. Followed by an initiative roll and 1 and a half hours of straight combat: slugging it out with the enemies, moving into flanking positions, fireballs, etc.
Then, after the combat is done, the rogue makes 5 minutes worth of search rolls and disarming the trap on the chest, 5 more minutes of writing down the treasure, then scouts ahead (When people DO scout ahead. Everyone I've played with has said "NEVER split up the party. The rogue scouts 10 or 20 feet ahead, never more. Otherwise, when the enemy makes a spot check the rogue will be dead before the party can even move in to help.") for 10 minutes followed by another hour and a half combat.
And that's a 3 and a half hour session (probably 4 or 4 and a half by the time you get all your books on the table, get everyone to stop talking about their day, order food, etc) where 3 hours of it was combat. That's what happens almost every week at my game. I know that all of my players would love to know that they were EQUALLY good at killing the Ogre whether they were a rogue, cleric, wizard, or fighter. Just a difference in techniques.