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Are Rogues Useless?

MasterOfHeaven

First Post
I mostly DM, though once in a great while I will play for a bit. In all of the games I've seen, the Rogue class seems to be mostly extra baggage. My players don't play Rogues anymore, especially once they get to levels 10+, and I was wondering if anyone else had this problem.

The problem, as I see it, is there is nothing the Rogue can do a Cleric or Wizard can't do better. For example:

Scouting:

This has always been a place where the Rogue is supposed to be essential. But he's not. A Wizard can use Inivisibility, Fly and Silence to scout with far more safety and speed than a Rogue ever could. But why even bother to do that? After all, those are three spells that could be used to blast the enemy. Just cast Clairaudience/Clairvoyance, Arcane Eye, Scrying or some other Divination spell.

Now you don't even have to risk a party member to check out the opposition, so you are taking far less risk for the same, if not better, reward. A Rogue will be detected about as often as a Scrying spell, considering the large amount of creatures that have Blindsight, Tremorsense, or simply high Listen or Spot scores.

And like I said, this seems to get worse at higher levels. I have never seen, or even heard of, a higher level party sending the Rogue to scout. They always just cast Scry, even when they know it's almost certain they're going to be detected. The Rogue is really outclassed in this area, from what I've seen.

Information Gathering:

This is a joke. The Rogue can't even compete in this area, thanks to spells like Divination, Commune, Contact Other Plane, Legend Lore, Locate Creature, Locate Object, and so on. The Rogues skills like Gather Information and Diplomacy don't come close to the amount of information you can get from such spells.


Interrogation:

Also a joke. Who needs Bluff, Intimidate, or Diplomacy when you have Charm Person, Discern Lies, Geas/Quest (NO Save), and let's not forget the spellcaster knows whether or not his spell succeeded, while the Rogue has to rely on Sense Motive.

Combat:

If the Rogue can sneak attack, he's *somewhat useful*. If he can't, he's about the worst character in combat by far. And let's list the things that negate sneak attack: Concealment of any kind, (which means a simple Blur spell prevents the Rogue from sneak attacking) facing Undead, Constructs or Plants, facing another high level Rogue or Barbarian, facing someone with Fortified armor, and so on.

And even when the Rogue _can_ sneak attack, he's not that helpful. Most of the time he lacks the BAB to hit the more important enemies, and he does not usually have the hitpoints or AC to stand up to even one Full Attack of an equal level Fighter.

A Rogue also has to rely either on his Bluff skill, which means he'll be attacking one round less every time he uses it, on a dicey proposition, or he has to rely on another teammate to help him flank, making him far less self sufficient than other classes in combat. A Wizard, Cleric, Sorcerer or even Bard is way better to have around than a Rogue in combat, and once again this disparagy widens when you reach higher levels.


Trap Finding:

This is the one, sole area where the Rogue might be worth having around instead of another class. But there are many ways around traps that other classes can devise, and the Rogue gives up so much in other areas this doesn't really make it worth taking the class.

Anyway, that's just what I've seen in the games I've run and games I've played in. The Rogue only seems useful in very specific circumstances, and the other classes, especially the spellcasters, seem way more useful, again particularly at higher levels. I see more Bards than I see Rogues in the games I run and play in. Does anyone else have this problem, and does anyone else think the Rogue can do stuff other classes can't? Because I just haven't seen that so far.
 

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Can things be donw better with magic? Ya.

However, wizards and clerics are really limited to the number of spells they can cast. Are you wiulling to waster three spells (fly, silence, and Invisibility) just to scout? That is not a smart use of resources.

In the long run the Rogue is better because he's abiliities don';t run out. He can scout through a magic dead zone, or glove of anti magic and not be as effected. He can also survive a hit a little better.
 

A useless rogue is a sign of a lazy DM.

A rogue can pick locks, a mage can cast knock.

A rogue can hide in shadow, a mage can cast invisbility.

A rogue can move silent, a mage can cast fly.

A rogue can climb walls, a mage can cast spider climb.



So why do we need a rogue when our friendly mage can do all of the same thing and we don't have to worry about a failed skill check?

Simple.

A mage can cast fly as many times per day as he doesnt want to throw fireballs.

A mage can cast spider climb as many times per day as he doesnt want to cast magic missle.

A mage CAN make a rogue uneeded in the party.

IF two different things happen.

1. The mage focuses his spell list on spells that mimic a rogue.

2. The DM is lazy and allows the party to rest for the day after just about every moderate or large encounter since the spellcasters will not have the depth spells required for him to actually last more than one or two encounters like he should.
 

Crothian said:
Can things be donw better with magic? Ya.

However, wizards and clerics are really limited to the number of spells they can cast. Are you wiulling to waster three spells (fly, silence, and Invisibility) just to scout? That is not a smart use of resources.

In the long run the Rogue is better because he's abiliities don';t run out. He can scout through a magic dead zone, or glove of anti magic and not be as effected. He can also survive a hit a little better.

Ok, this is exactly what I'm talking about. How many times do you have your party go through Anti-Magic areas? I have never done that, and unless it makes sense in the context of the adventure I'm planning, I never will. I shouldn't have to make up specific circumstances so the Rogue can do as well as the other classes. I generally come up with an idea for an adventure, run it, and the players find their own ways to make their specific character shine.

I really haven't seen that with the Rogue, as he can be outdone by Wizards, Clerics, Sorcerers and Bards in all the areas of his expertise. And like I said earlier, why bother with scouting anymore once you get Scrying?

I never see a higher level party send someone out to scout. They just cast Scrying or another Divination spell, and teleport in. The Rogues effectiveness seems to drastically drop off at higher levels. Even the Fighter types don't have this problem.

And the Rogues skills aren't the same as the Fighters skills. How many ambush points do you have set up in one adventuring day? How many important NPCs are the party going to meet in one day?

The Rogues strong points are negated by the fact that magic can do it better (which you even admit) and they are not the type of skills that need to be used over and over and over in one 24 hour period. And again, the problem gets worse the higher up you go in levels.
 

Ugh.

Sure, we all know those invisible flying scouts. But what if the enemy's apprentices use Detect Magic, probably with enhanced range? Or something similar? Ok. Most rogues with magic items will look like a lighttower too. But they CAN do it without shining like a beacon.
 

DocMoriartty said:
A useless rogue is a sign of a lazy DM.

A rogue can pick locks, a mage can cast knock.

A rogue can hide in shadow, a mage can cast invisbility.

A rogue can move silent, a mage can cast fly.

A rogue can climb walls, a mage can cast spider climb.



So why do we need a rogue when our friendly mage can do all of the same thing and we don't have to worry about a failed skill check?

Simple.

A mage can cast fly as many times per day as he doesnt want to throw fireballs.

A mage can cast spider climb as many times per day as he doesnt want to cast magic missle.

A mage CAN make a rogue uneeded in the party.

IF two different things happen.

1. The mage focuses his spell list on spells that mimic a rogue.

2. The DM is lazy and allows the party to rest for the day after just about every moderate or large encounter since the spellcasters will not have the depth spells required for him to actually last more than one or two encounters like he should.

So you admit that if a Wizard/Sorcerer focuses on such spells they _will_ be better than a Rogue at it? Second, even if they don't, all of those spells are low level, and a Wizard/Sorcerer can just make a couple wands and have a ready supply of those spells for at least another 7-8 adventures, if used correctly.

I do spread out encounters, and I have often had the party face six or seven (including non combat) encounters a day. It didn't seem to matter. Even when I had time critical tasks, the party seemed to be better off using spells to get the job done. I used to have a Rogue player in one my two campaigns. He got killed, (during a time critical mission) and the player brought in a Sorcerer who was focused on Stealth/Information Gathering spells.

His Sorcerer is way, way more useful than his Rogue ever was, and he can pull his own in combat as well, even when they're fighting Undead. I really don't think I should have to tailor all of my encounters to one specific player, either.

I have run many adventures where I didn't put in anything specific for anyone, and all of my players found a way to be useful without me having to do extra work to have them feel special. I still run specific adventure types for a given character to give them a moment in the spotlight, but it's generally unneccessary. I don't think I should have to do extra work just because one character class needs specific circumstances to be useful.
 

My My...

Just so i understand, you are saying that a rogue would not be balanced in YOUR campaign and that any campaign which features circumstances (lots of traps, frequent politiking, large degree of magic counters) in which a rogue would have a valued place must be burdened by 'special measures.' Jeez...i wish that some posters would not throw out inflammatory rhetoric that places irrefutable credence to THEIR PERSONAL ANECTODES and would instead take a critical angel with their commentary.

Besides, at th levels you are speaking of, even a mage's limited magic does not have much of an advantage over the rogue's high skill bonuses....

Oh well....
 

Currenty, I'm playing a (Scarred Lands) Dark Elf rogue. I've seen the shortcomings of the rogue, most importantly the HP situation, or lack thereof. However, the rogues ability to tumble, jump, climb is unparalleled.

We just levelled up a twice in the last game (buckets o' wraiths, undead abominations, terminator-like constructs). I was at 4th level, so I'm taking another level of rogue and multi-classing in fighter.

With that said, my 20 DEX also gives me a combined ranged attack bonus of +10 and my 16 STR gives me +8 melee. Top that off with precise shot, rapid shot, improved rapid shot...I'm doing 2d8+8 damage per turn with no melee cover penalties.

The fighter's HP and FORT saves also bump my paltry 22HP at 4th level all the way up to 37HP when you add both levels of fighter and rogue (and a +1 CON bonus).

Not too shabby. :)
 

Re: Ugh.

Darklone said:
Sure, we all know those invisible flying scouts. But what if the enemy's apprentices use Detect Magic, probably with enhanced range? Or something similar? Ok. Most rogues with magic items will look like a lighttower too. But they CAN do it without shining like a beacon.

And how will the apprentice know when to cast Detect Magic? Is he psychic? I will play villians to the best of their abilities, but I'm not going to break the rules. And anyway, like you said, the Rogue is going to detect almost as strongly. And once again, when you get to higher levels, scouting somehow seems to dissapear in favor of Scrying.
 

I completely agree with the original poster. I've found that, unless you have somehting liek 4 combat encounters/day, spellcasters tend to outshine every other class in D&D.

My game doesn't tend to be filled with alot of random combat/encounters, so the spellcasters outshine all of the non-spellcasting classes.

Wizards with shield, mage armor haste etc. become better melee combatants than fighters.

Wizards with invis, spider climb etc becoem better spies than Rogues.

After the first few levels (without some serious tweaking) this game becomes about magical equipment and spellcasting.
 

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