Teflon Billy
Explorer
Re: Re: Are Rogues Useless?
I've fought them plenty.
Yup. But read my post above, I didn't say fighters were any better off than rogues. I said spellcasters.
Can this rogue Tumble into midair and see invisible? Cause to my mind, a wizard of equivalent level is flying and invisible.
Yep, that whole "Take a level of Ranger for the front load" plan tends to win alot of Kudos in my group
Yup...notice about that I said that it all works fine if you have constant (4/day?) combat encounters. Dungeon crawls are dandy for a endless parade of targets. But I can't get enthused about P&P Diablo. I know this is a flaw in my personality, and not the game, but I did mention as much above.
Unless he can do all of this into midair and can see invisible, then I think he's sunk.
How would he do against a Stinking Cloud? Or web, or a few Magic Missiles cast from a wand that he can make in a day for the change in his pocket (should the spot roll be made)?
I won't even bother to point out that the Wizard I'm describing is flying and invis. Take it as a given from now on i guess.
I disagree. Not only are the PC's expected to find magic items, they can now create them (well, the spellcasters can). I don't think it's too far out of the realm of possibility to say that they might have a wand of fireballs or something similar.
I'll repeat what I said above: it all owrks fine in a dungeon crawl in any other situation that involves less than near-constant combat, the Spellcasters outshine every other class after about level 7.
mearls said:You've never fought a 6th-level rogue, have you?
I've fought them plenty.
A 6th-level rogue with 9 ranks in Tumble and the Dodge, Mobility, and Spring Attack feats is an absolute nightmare for most parties. That's a free flanked attack against your primary fighter or anyone stuck at the edge of the party's defensive line at +3d6 damage per round. If we make it a human rogue with a +1 longsword, 14 Strength, Weapon Focus (longsword), you're looking at an attack at +10 that deals 1d8+3d6+4 damage (assume the rogue uses the longsword two-handed, since he lacks shield proficiency). Against a fighter in full-plate +1, a large shield +1, and a Dex 13, he hits 40% of the time and deals 19 points of damage per hit. If the fighter doesn't have a shield, he hits 55% of the time.
Yup. But read my post above, I didn't say fighters were any better off than rogues. I said spellcasters.
Of course, the rogue could just tumble past the warriors and hack the wizard to death. Mr. Wizard can toss a fireball at him, but if the rogue saves he takes a big fat 0 damage. If the rogue has an allied spellcaster who summons a monster to flank the wizard, the rogue now goes back to dealing 19 points a round, hitting about 75% of the time (assuming 14 Dex, +2 bracers, +1 ring of protection for the wizard). The rogue could also use Bluff to hide or deny the wizard his Dex bonus to AC.
Can this rogue Tumble into midair and see invisible? Cause to my mind, a wizard of equivalent level is flying and invisible.
For extra nastiness, give the rogue a level of ranger (Rog5/Rgr1) and have him take human as a favored enemy. It has no effect on his base attack progression and gives him a second attack at only -2 on both, a particularly useful feature against soft targets such as wizards and sorcerers.
Yep, that whole "Take a level of Ranger for the front load" plan tends to win alot of Kudos in my group

If our rogue maxes out his Bluff and Hide skills, he can singlehandedly take down a wizard in the typical dungeon setting.
Yup...notice about that I said that it all works fine if you have constant (4/day?) combat encounters. Dungeon crawls are dandy for a endless parade of targets. But I can't get enthused about P&P Diablo. I know this is a flaw in my personality, and not the game, but I did mention as much above.
Wizards do not get Sense Motive or Spot as class skills, making it very difficult for the wizard to spot the rogue or call his bluffs. The rogue can use his movement action to close to melee distance, then use his Spring Attack feat to attack and immediately move 30 ft. away back around a corner to hide again. If no cover is available he can stay in melee and wreck the wizard.
Unless he can do all of this into midair and can see invisible, then I think he's sunk.
[If the rogue hides, the wizard's targeted spells are useless since he can't see his target and his area of effect ones more than likely deal 0 damage because of evasion.
How would he do against a Stinking Cloud? Or web, or a few Magic Missiles cast from a wand that he can make in a day for the change in his pocket (should the spot roll be made)?
If the rogue initiated combat and wins initiative, he gains consecutive sneak attacks by using his partial action to move into melee and attack, staying put, and getting another sneak attack. He can then complete his attack action by moving his full move as per the Spring Attack feat then use his move action to move another 30 ft.
I won't even bother to point out that the Wizard I'm describing is flying and invis. Take it as a given from now on i guess.
As far as rogues vs. spells, every class in the game is weaker than a given spell, but once a spell is cast its gone. At 5th-level my one fireball may deliver 20 points of damage to 8 orcs, more damage than a fighter can deal in one non-critical hit. Does that make a wizard better than a fighter? Of course not. After using his spell, the wizard is spent. The fighter keeps hacking. Same thing for a rogue.
I disagree. Not only are the PC's expected to find magic items, they can now create them (well, the spellcasters can). I don't think it's too far out of the realm of possibility to say that they might have a wand of fireballs or something similar.
I'll repeat what I said above: it all owrks fine in a dungeon crawl in any other situation that involves less than near-constant combat, the Spellcasters outshine every other class after about level 7.