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Are Rogues Useless?
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<blockquote data-quote="Chairman_Kaga" data-source="post: 164324" data-attributes="member: 387"><p><strong>Wizards! Bah!</strong></p><p></p><p>I dare any mage to try that fly/invisibility nonsense in my game...they would regret it in about two seconds. I cannot stand campaigns where every single little problem can be solved by magic.</p><p></p><p>"who needs climb? I'll just bounce over to the local magic item factory and buy some nifty gizmo that will do it for me!"</p><p></p><p>And what happens when that item is gone/destroyed/stolen? </p><p></p><p>My players rely on their own abilities, not equipment...equipment can be taken...besides a character should be more than just the sum of his toys.</p><p></p><p>My players adventured without a rogue for two sessions and got their @$$e$ handed to them...I don't change my game world to take into account that they don't have a specific class. If the villain/bad guy has a history of dropping fiendish traps into his castle then those traps don't suddenly go away because there's no one to detect or disarm them.</p><p></p><p>I'm a big fan of low-magic/high plausibility campaigns in that regard.</p></blockquote><p></p>
[QUOTE="Chairman_Kaga, post: 164324, member: 387"] [b]Wizards! Bah![/b] I dare any mage to try that fly/invisibility nonsense in my game...they would regret it in about two seconds. I cannot stand campaigns where every single little problem can be solved by magic. "who needs climb? I'll just bounce over to the local magic item factory and buy some nifty gizmo that will do it for me!" And what happens when that item is gone/destroyed/stolen? My players rely on their own abilities, not equipment...equipment can be taken...besides a character should be more than just the sum of his toys. My players adventured without a rogue for two sessions and got their @$$e$ handed to them...I don't change my game world to take into account that they don't have a specific class. If the villain/bad guy has a history of dropping fiendish traps into his castle then those traps don't suddenly go away because there's no one to detect or disarm them. I'm a big fan of low-magic/high plausibility campaigns in that regard. [/QUOTE]
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