TwoSix
Everyone's literal second-favorite poster
Ehhh....spells encourage creative, assertive play because you know how they work. Skills encourage "I have a +10 Acrobatics check, can I please try to climb this?" asking for permission play, which some people find creative and I find tedious. I prefer rules that allow me to state what's happening, not ask if it's allowed.That's about all I agree with, though. The rogue is designed to encourage creative play*, both in and out of combat; that's why you get Cunning Action, Expertise, et cetera. It works, too. I've played a high-level rogue, and while I did not get the steady high DPR of a fighter, I got more than my share of awesome moments due to absurdly high skill bonuses and Reliable Talent enabling me to use them without fear. Fighters can win fights fairly. Rogues can't... but boy, can they ever cheat.
Now, Cunning Action is great, no question there.