I like how IH split the rogue into two bits: the executioner (finesse/stealth warrior, more-or-less) and thief (JOAT with the ability to stay alive in a fight).mmadsen said:I think we should look at this as two separate questions: (1) Do we need a Rogue archetype? and (2) Does that Rogue archetype have to be implemented with skill points used to buy skill ranks?
Or consolidate that into the question of what exactly is the rogue archetype anyway?mmadsen said:I think we should look at this as two separate questions: (1) Do we need a Rogue archetype? and (2) Does that Rogue archetype have to be implemented with skill points used to buy skill ranks?
Ok, but what is the answer to the question?rycanada said:Basically I'm looking for a set of rules that doesn't involve a trade-off. For example, a character could choose to skip a feat to enhance their attack in favor of a feat to enhance their skills - but those skills have important implications for combat. To me, that's a good way to establish a character's style. What I don't want is "hey, carry me in combat, I'll carry you out of combat."
Odhanan said:However, if the adventure is about character interaction, urban investigation, diplomacy, and such, the Skill guy will absolutely shine, no question about it, and in that case, it's hard to think of replacing a high Bluff, Gather Information or Knowledge (Local) without tweaking the system one way or another, or torturing every NPC you're coming across (with the appropriate Intimidate ranks to back it up).
BryonD said:Ok, but what is the answer to the question?
What you bring up is a facet of the first question: Do we need a Rogue archetype? I think we do, and I think that archetype is the clever Trickster.Hobo said:Or consolidate that into the question of what exactly is the rogue archetype anyway?
I think you've got that reversed. I think the skill mechanics largely exist to implement what the Rogue does -- sneak around, fool people, etc. -- but the skill mechanics aren't the only way to implement that idea, and they're not necessarily the best way either.Hobo said:D&D is supposed to be a game that is strong on literary archetypes--that's the whole point of it's class system after all, and the rogue as implemented seems to fill more a game mechanics need than a literary archetype need.
rycanada said:OK, but what if I said to you: "Yeah, you can have your skill guy. But in a pinch he'll be good at fighting too. Your fighter-minded friends are also good at fighting, and in a pinch they can use skills too."