Argh!! Useless Rogues

Synthetik Fish said:
Kilroy-

It's pretty evident that you're really biased against rogues. I don't think you're giving them their fair share.

First of all, you talk about spellcasters casting all these spells as if they're free. Especially at lower levels, spellcasters don't exactly have a ton of spells at their disposal. :)

I'm not biased against rogues in a roleplaying sense, some of the the characters I've gotten the most laughs out of the party with have been rogues. I'm biased against then in a power-gamey-munching sense, because even while I'm having a lot of fun with them, the rest of the party tends to get a lot more done in combat and contribute a lot more.

A couple excellent moments of roguedom, to show I'm not a mindless hater.

In the only 1st through epic game I've been in, I played a rogue with a level of barbarian and a couple levels of Iron Chef Orcish.

Good: Autofailing an impossible grapple check, but convincing the DM that "swallowed whole by dragon" meant "dragon was flat footed" and taking a full round attack, only to fail another grapple check and get coughed back up by the now fleeing dragon. Shouting "Got your kidney!" and holding it up. Better: Having the now distant dragon die the next round from repeated sneak attack damage and crash into the swamp. Shouting "Got you other kidney too!". Here was learned the important rule that with most big creatures, the safest place to be in a fight is inside them.

In a game that went from 1-14, I played a githyanki rogue/assassin.

He once went off to scout and if possible take a sleeping noble prisoner. I didn't know my new greatsword was cursed, so I wasn't expecting the DM to ask me to roll greatsword powerattacking death attack damage when I tried to sap him, and the party certainly wasn't expecting the shower of blood back at camp when I quick drew the ring gate to keep the blood from making a mess.

That said, some of the comments above are off the mark.

Some people are claiming that casters don't have enough spells for utility, and others that rogues can just use scrolls and items or take caster levels for utility they lack. Depends on the campaign, but if the caster can't afford the spells or items,the rogue almost certainly can't either.

JamesDJarvis said:
Clearly the person playing the Mystic theurge just created that character and seldom plays spell casters.

Yes, I'm sure whoever wrote that ambush in the Shackled City adventure path was fresh off the boat that day.

Any sane MT player (me, in this case) knows to use the wand of silence on an object, not a character, so you can toss it away if you need to make noise. (It's even on a tanglefoot bag, in case we run into casters. If you have a rogue, put it on a locking garotte instead.) That plus a Metamagic Rod of Silent Spell doesn't make for much of a risk when you know where the guards are. It doesn't even extend through doors. What can a rogue do to help the plate classes sneak around, other than a +2 aid other bonus? Hiding someone else is an Epic Hide use(-30), and they still can't leave concealment, while Invisibility is a 150 gp potion that we seem to find in droves. We got two Silent Spell rods from published module NPCs who ambushed us using them, so it seems like a pretty standard tactic. Travelling silenced also means that you can use the adamantine canopener...er...greatsword to open doors in a single round, without fail, 100% silently, and have a guy with armor and an adamantine greatsword in front instead of a rogue with a lockpick.

JamesDJarvis said:
And nothing else in the entire game universe is doing anything other then the ninja? The ninja doesn't see anything he has to act against? The rest of the party is hiding in some sort of detectionless pocket dimension while the ninja is scouting?

The rest of party sat at camp while the cleric watched through Chain of Eyes because the ninja was doing what rogue types do best - sneak, search, and cover in fear, and the non-ninjas all sat there for several hours, real and game time, while the (Dark Stalker enhanced, replacing a similar house rule feat) ninja snuck through the entire dungeon, searched every room, every door, every trap, found all the treasure, listened to all the boxed text and watched all the NPCs. Later, at the ninja's urging, we used magic to sneak the rest of the party into the BBEG's bedroom to ambush them when they got back from the big meeting of bad guys that was going on in the dungeon. After a few (in game only, whew) hours of waiting, we discovered that the bad guy and all the monsters had left for somewhere else after the meeting. Apparently, the module was written assuming that the PCs just bust in and kill everything. By not doing so, we managed to screw it up, miss a ton of xp and loot, and did not get to roll a non-ninja die that entire game.

No one, including the ninja's player, was happy with this session, and he is still deeply unhappy with his character because this was the only situation in the game where his character got to shine.

Really, the only indispensible thing that the ninja brings to the party that noone else could, or that previous rogues brought to theirs, is Search. Sadly, a character who takes a level or two of rogue and then the rest in wizard still gets character level+3 max ranks in Search, probably has a higher int, and ends up with nearly full caster progression and slightly lower skills.

Nail said:
Over the last few sessions, our Rog 16/Ftr 2 found and disarmed countless traps, opened a gazillion locks, and used sneak-attack to deadly effect in several combats. And this is at 18th level! ...With spell-casters in the party! Why should the spell casters waste their potential memorizing the knock or Find Traps spells?

How much less effective would a Rog2/Frt 16 have been? Same Search skill for traps, silenced adamantine greatsword for locks, fighter goodness in melee? How about a rog1/cleric 17? Same important skills, +15 from Divine Insight for the hard checks over what the rogue would have, better saves, BAB and armor, plus casts Miracle or Etherealness in a pinch for those really stuck doors? An 18th level rogue is powerful, yes, but an 18th level caster can do _horrible_ things. +8d6 sneak attack pales when the wizard and cleric open up the big fight with a Chain Greater Dispel Magic, a Heirophant Reach Divine Metamagic Quickened Rod Chained Twin Harm and an Assay Resistanced Sudden Maximized Rod Empowered Horrid Wilting for over 6,000 points of damage in the first round (Fort half, good luck). That's what fights are like in my group at 18th level. That's what I mean when I say casters scale better with more books than rogues do.

Someone who only takes a level of rogue isn't giving up their most important rogue skills or trapfinding, they're giving up some sneak attack and the 5th-8th best skills a rogue has. Spells, planning or sheer brute force can usually replace someone's 5th-8th best skills, and sneak attack doesn't scale for damage at anything like the rate spells do. Sure, they can do it all day, but a rogue who trys to fight all day usually has other problems anyway.

Rogues don't scale as well as other classes, outside fairly narrow situations. They don't scale vertically because they're too front loaded. A single level gets you the only ability that really can't be replicated by another class without a 24k custom magic item. They don't scale horizontally because as more books come out, casters can shell out $25 for another book of spells and vastly expand their flexibility and power, but a rogue is stuck with the same 8 skills for life.

Rogues start out slightly better than most other classes at a few specific skills, but they really don't ever gain any flexibility after that if they want to maintain their skills, and caster classes quickly start to gain flexibility. When you start adding in new books of spells for casters that add spell versitility at no cost, rogues really get the shaft. It would be more balanced if rogues got more diverse and powerful skills as they go up in levels like casters get more spells, but they don't. When a Jack of all Trades cleric comes along with Divine Insight giving a +15 on every important skill check, plus better armor, weapons, attacks, saves and full spells, having those 6 extra skills known and a few dice of sneak attack doesn't really count for much often enough to matter.

I stand by my opinion that the rogue is one of the weakest of the core classes. I further refine it that the only indispensable feature the class has is trapfinding, which only takes a level or a fairly cheap custom magic item to get. When you start adding in non-core books, rogue goes from being one of the weakest classes to being totally outclassed, even at their primary ability, very quickly.

Wow, I just wrote way, way too much. This is a long Everquest patch. ;-)
 

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Nim said:
Er. Is this some different paladin than the one I'm used to?


Um.....if I remember correctly paladins arent supposed to use ranged weapons cause it makes them look like they are scared to go into melee combat with thier opponent. Honestly i dont see a problem with this if they are given the chance to use it when a melee weapon would NOT work on your opponent. (Ex: a Flying griffen or something)

I know i messed up about the BAB. i just forgot to fix that. Some people say that paladins are weaker then fighters in the BAB area, but personally i think they are smokin something BAD to believe that. they have EXACTLY the same BAB. IMHO i think paladins are a very good class to play ( dont turn this into a thread about paladins plz). I wouldnt turn my lv.16 Paladin in for a lv.20+ character EVER!!!! I have always played a paladin and i always will.

HAVE A NICE DAY!!!!
 

Ok, this is the time rogues shine, killing casters. Making clerics and sorcerors and wizards and nearly everything else out there real, real dead.

Steal the spellbook, bluff the cleric into falling, run into battle with the party tank and while the nice grouping draws AOE, your hardly taking anything while the cleric can concentrate on the tank. Kill the enemy mage, their HP is downright terrible, end of story. Who knows the rules on how to feint? I do, bluff the mage so he's flat footed, sneak attack and repeat. Better yet, ready an action to stab him when he casts, making concentration against the over-used greatsword isn't easy but its not hard, making concentration against 10d6 sneak attack +1d6 short sword + Str mod + enchantments on the weapon is real real bad.

Next, your party wizard and you. Yeah his buffs for you are cool, his damage dealing powers are great, and his defense spells are insane. What could you as a rogue do? Scroll caddie. That's right, carry his scrolls around on you, and when it all goes sour you and he can double the spells dropping every round. He can concentrate on pinning the enemy with heavy firepower while you buff yourself and the party tank. He gets Scribe Scroll for free, he should use it. If its a sorceror then he should consider Scribe scroll heavily when you explain this to him. Oh and clerics can make scrolls also if you convince them to take the feat, justifying to the cleric that he may want to gear you with a sanctuary scroll or bless shouldn't be to hard. Don't forget summon monster and similar spells, while the casters concentrate on... whatever they want to concentrate on, drop that summoned monster right by you, next round you both run in for the flanking.

Do not forget craft, knowledge, and profession. If you are creative you can abuse these skills nearly at will. Bluff is good for pretending your casting a spell. Don't forget escape artist and improved grapple. If you have these the enemy can get bogged down just trying to peel the crazy rogue off of him, and its real hard to cast in a grapple.

Fight in unexpected ways, knock over tables, trip foes with broomsticks, barstools, chairs, etc. Here's bad one I myself have used:
Bluff(to make enemy flat-footed), Called shot to the throke with sneak attack and teeth(not a natural attack, just biting for the throat), repeat until there's a dead guy hanging from you jaw, Intimidate check (and if the DM doesn't give you crazy high bonuses after you just tore out another man's throat then he shouldn't have the "Special Chair")

I'll think of maore later.
 

LordBOB said:
Um.....if I remember correctly paladins arent supposed to use ranged weapons cause it makes them look like they are scared to go into melee combat with thier opponent. Honestly i dont see a problem with this if they are given the chance to use it when a melee weapon would NOT work on your opponent. (Ex: a Flying griffen or something)
I don't see a problem with that either, on account of I don't see it at all. There's nowhere in the description that says anything about ranged attack. And, as they are proficient in ranged martial weapons, it makes sense to think they can use them.

Plus, I've actually planned on making a bow using paladin of love with love arrows, and nobody here has ever mentioned anything abut being unable to use ranged weapons, I'm going to have to say that you're mistaken.
 

Ulrik said:
(WARNING: Rant ahead)
So, what use ARE Rogues? Are they totally dependent on the GM to give them challenges that matches their skill selection? Are they really only good for opening doors and scouting?
Yes, I do think rogues are quite dependant on the GM to present them with necessary challenges. Rogues generally do better in RP oriented campaigns than strictly hack-and-slash campaigns. In my experience, 100% hack and slash campaigns do not use skills very much.

I think that Spot, Listen and Search are the rogue's money skills. Even if a campaign is skills lite, you can pretty much count on those. In a high level campaign when, as others have said, magic can frequently trump a rogue's skills, UMD can greatly broaden the rogue's versatility and, in an interesting turnabout, encroach on the cleric and wizard's territory.

Rogues must be more proactive than other classes. You have to actively look for opportunities to use your skills and those opportunities may not always be obvious. Whereas the fighter and wizard can be more passive in waiting for an opportunity to contribute, because the opportunity for melee or to drop a fireball is usually pretty obvious.
 

Kilroy said:
How much less effective would a Rog2/Frt 16 have been?
You didn't read the post, did you? ;)

The Rog 16/Ftr 2 sneak attacked a flanked dragon. One full round attack and 300+ hp of damage later, the dragon is a big pile of goo.

Kilroy said:
How about a rog1/cleric 17? Same important skills, +15 from Divine Insight for the hard checks over what the rogue would have, better saves, BAB and armor, plus casts Miracle or Etherealness in a pinch for those really stuck doors?
How about the Clr 19 casts Imbue with Spell Ability on the rogue, for that nifty Divine Insight, or the even better Grave Strike? How about the Clr not waste his Miracle spell opennig up a stuck door?

...and really: Same importants skills? Your what hurts? :D
 

Nail said:
You didn't read the post, did you? ;)

The Rog 16/Ftr 2 sneak attacked a flanked dragon. One full round attack and 300+ hp of damage later, the dragon is a big pile of goo.

That's where I'm really confused. If a rogue did enough sneak attack damage to do 300 points of damage (at 8d6 sneak attack with 28 damage each, that's about TEN attacks), the rogue must have been buffed to heck. If they were that buffed, a fighter power attacking could have done way more damage, because power attack and strength multiply on crits and sneak attack doesn't. At least that's been the case in every big fight I've seen. How is a rogue hitting a dragon with iterative attacks and dual wielding anyway?

My experiance with my epic rogue was that I usually couldn't even hit a dragon without a natural 20, much less land itterative sneak attacks. I'm just confused how a dragon was that squishy.

Nail said:
...and really: Same importants skills? Your what hurts? :D

Same Search skill, at least, which is the only one that can't be easily replaced with magic. (Without a Find Traps item, at least.) I don't know what you meant by "Your [i[what[/i] hurts?" Was that meant to be rude?
 

Kilroy said:
The other important part is flexibility.

The flexibility of spells I don't deny, and all skills do have their weaknesses; however, not all spells can be active "when it counts," because they must be prepared (or money spent making scrolls), they take an action to cast before use (in other words, two rounds to set up and use whatever it is you're doing, with appropriate gestures and verbalizations), etc.

I really hate most social skills anyway.

It's give and take. For every eloquent player, there's a guy or gal not so eloquent but wants to play someone who is.


...that would be as silly as rogue sneaking within 20 feet of a guard, with the same line of effect that silence has, because he doesn't have concealment and can't hide at all then. Much less bring the whole group.

Different experiences for me, because I've seen far more situations where someone needed to sneak past a guard in close quarters (passageway, alleyway, etc.) and spot has no bonuses for distance, only penalties. Also, just because someone is 10 feet away doesn't mean there's no cover. Plus, wherever you're walking with that 40-foot wide silence spell, you need to make sure that you're not shutting up something in plain sight (crickets, birds, etc.) I've had DM's pull this on me, and it's not implausible.


If you're powerful enough to pierce a magical disguise with magic, you're easily powerful enough to pierce a nonmagical one. Detect Thoughts is pretty hard to fool with a skill (a DC 100 Epic Bluff check is required to beat this particular second level spell), particularly for Ow-my-low-single-digit-Will-Save! rogues, and again, only second level.

Detect thoughts takes three rounds and reveals surface thoughts only, and as long as you specifically tell the DM you aren't thinking anything incongruous (captain of the guard thinking of checking work schedules, diplomat thinking about how boring this checkpoint is, and wishing he were somewhere else, etc.) then detect thoughts wouldn't be that hard. :)

I'm not saying that skills have no counter, I'm, saying that spells have their own problems, and these problems are significant enough that skills can be more useful in many situations -- enough that a rogue is quite useful.
 

Lord Wyrm said:
Ok, this is the time rogues shine, killing casters. Making clerics and sorcerors and wizards and nearly everything else out there real, real dead.

My experience has been the opposite, unless you can catch them unprepared. Once the fight starts, wizards and sorcs probably have blur, fly, displacement, invisibility or mirror image up, and that makes them immune to sneak attacks. If you can catch a midlevel wizard unaware you can probably take them if you don't miss, but if you do, the rest of the party probably isn't right there to help so you're pretty dead. A high level caster probably has a Cloak of Displacement or a Contingency spell to make them immune to sneak attacks. I had one good run like this with my assassin, offing two casters before they did much in a big fight, but that's been it.

Lord Wyrm said:
Who knows the rules on how to feint? I do, bluff the mage so he's flat footed, sneak attack and repeat.

Unfortunantly, this takes a feat to get 1 sneak attack a round, as a move + attack action, or 1 every other round without the feat. Is there a way to get iterative sneak attacks with feint? I'd love to know if there is, because our ninja currently takes 2 rounds to feint for 1 sudden strike (he doesn't have the feat that makes it a move, but may get it in another 3 levels).

Lord Wyrm said:
If you have these the enemy can get bogged down just trying to peel the crazy rogue off of him, and its real hard to cast in a grapple.

I've tried this. (Grappling a lich in an anti-magic field and doing the "Got your nose!" trick with his nose was the highlight of a session.) Unfortunantly, grappling a caster isn't at all specific ro rogues, and rogues suck at grapple. Why use a rogue for this? I don't think there's even a way to get sneak attack damage grappling. This is yet another thing better done by monks or fighters, as they get both feats as class abilities.
 

No rudeness meant. Sorry 'bout that.

Kilroy said:
That's where I'm really confused. If a rogue did enough sneak attack damage to do 300 points of damage (at 8d6 sneak attack with 28 damage each, that's about TEN attacks), the rogue must have been buffed to heck.
Yup. As were our fighters, etc. That's my job....I'm the Clr. Everyone on the front line has +5 weapons and armor, acid immunity, Recitation, Righteous Wrath of the Faithful, Heroes' Feast, etc. Throw in flanking, Boots of Speed, and buffed Strength, and the Rogue will hit, and hit often.

IIRC, the damage per hit was 1d4(weapon) + 5(magic) +3 (spell) +7(Str) +2d6(holy) +1d6 (shocking) +8d6(sneak). The average is 56 hp. He's a 2 weapon Rogue, with extra attacks from Boots of Speed and Righteous Wrath.

As for the fighter, power attack, and crits: The fighter is buffed too, but could not have done as much damage without several crits. Power Attack is good......but only if the opponent's AC is low and only if his weapon is two handed; neither of which was true. Crits are fine....but everyone gets 'em, even rogues.

Kilroy said:
My experiance with my epic rogue was that I usually couldn't even hit a dragon without a natural 20, much less land itterative sneak attacks.
Huh. Epic, eh? ...and you still couldn't hit? Hmmm. We're not Epic yet, but.......that's not been our experience.
 

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