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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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<blockquote data-quote="Li Shenron" data-source="post: 6461885" data-attributes="member: 1465"><p>This happens a bit to other characters as well, but it's true that Rogues are probably more subjective to this problem. The reason IMO is in the nature of the iconic Rogue abilities, because they are typically employed in success/failure scenarios, e.g. do you find the trap or not? Do you disable the trap or not? Do you unlock the door or not? Two Rogues with the same abilities cannot really stack them, if the first disables the trap, the second has nothing to do. Instead, two Clerics will both heal, two Fighters will both strike, two Wizards will both cast useful spells. The fact that two Rogues together have higher chances does not deliver the same feeling IMO, they won't normally achieve a better outcome.</p><p></p><p>That said, later editions also suffered from a general cultural problem which is the fact that players pretend from the game that if they play a certain class they should have ALL the iconic abilities of that class. That's why for example the number of skills per character increased across editions and/or multiple skills were merged (actual numbers don't matter much, what matters is that players wanted e.g. their Rogues to be good at everything that a Rogue might be good at, and complained that the blanket was always too short). The downside of a system that gives too much to a single character, is that characters overlap more.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6461885, member: 1465"] This happens a bit to other characters as well, but it's true that Rogues are probably more subjective to this problem. The reason IMO is in the nature of the iconic Rogue abilities, because they are typically employed in success/failure scenarios, e.g. do you find the trap or not? Do you disable the trap or not? Do you unlock the door or not? Two Rogues with the same abilities cannot really stack them, if the first disables the trap, the second has nothing to do. Instead, two Clerics will both heal, two Fighters will both strike, two Wizards will both cast useful spells. The fact that two Rogues together have higher chances does not deliver the same feeling IMO, they won't normally achieve a better outcome. That said, later editions also suffered from a general cultural problem which is the fact that players pretend from the game that if they play a certain class they should have ALL the iconic abilities of that class. That's why for example the number of skills per character increased across editions and/or multiple skills were merged (actual numbers don't matter much, what matters is that players wanted e.g. their Rogues to be good at everything that a Rogue might be good at, and complained that the blanket was always too short). The downside of a system that gives too much to a single character, is that characters overlap more. [/QUOTE]
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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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