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Anyone else tired of the miserly begrudging Rogue design of 5E?
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<blockquote data-quote="Dessert Nomad" data-source="post: 7538044" data-attributes="member: 6976536"><p>I think a lot of this stems from people used to MMOs and CRPGS that draw on MMOs for mechanics instead of traditional D&D. In MMOs, rogues are typically raw damage dealers, designed to just deal out raw DPS with maybe some minor stuns or poison effects, while 'fighters' are more stereotypes as 'tanks' who soak up damage but don't do that much (lots of fighter/warrior/paladin/etc. classes actually do pretty good damage, but that's not the stereotype). Old D&D didn't fit the Tank/Healer/DPS trinity that MMOs love so much, using tactical positioning with absolutely no aggro mechanics at all. Fighters (and the other fighter-types) were the consistent damage dealers who could stay in the fight and keep doing damage. Thieves were utility characters as they were the only ones with find/remove traps and the best at sneaking, and could do big burst damage on occasion with a backstab. I think 4e may have made them into a straight 'DPS' class (I never played 4th), but 4e is an aberration in a lot of ways, and other than possibly 4e they aren't really meant to consistently out damage fighters. I think there's a decent number of people who expect rogues to consistently out damage fighters because of MMOs, when in reality the D&D rogue is made to do good (but not consistently the best) damage with really good sneaking and survival abilities.</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 7538044, member: 6976536"] I think a lot of this stems from people used to MMOs and CRPGS that draw on MMOs for mechanics instead of traditional D&D. In MMOs, rogues are typically raw damage dealers, designed to just deal out raw DPS with maybe some minor stuns or poison effects, while 'fighters' are more stereotypes as 'tanks' who soak up damage but don't do that much (lots of fighter/warrior/paladin/etc. classes actually do pretty good damage, but that's not the stereotype). Old D&D didn't fit the Tank/Healer/DPS trinity that MMOs love so much, using tactical positioning with absolutely no aggro mechanics at all. Fighters (and the other fighter-types) were the consistent damage dealers who could stay in the fight and keep doing damage. Thieves were utility characters as they were the only ones with find/remove traps and the best at sneaking, and could do big burst damage on occasion with a backstab. I think 4e may have made them into a straight 'DPS' class (I never played 4th), but 4e is an aberration in a lot of ways, and other than possibly 4e they aren't really meant to consistently out damage fighters. I think there's a decent number of people who expect rogues to consistently out damage fighters because of MMOs, when in reality the D&D rogue is made to do good (but not consistently the best) damage with really good sneaking and survival abilities. [/QUOTE]
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Community
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*Dungeons & Dragons
Anyone else tired of the miserly begrudging Rogue design of 5E?
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