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<blockquote data-quote="Andor" data-source="post: 5907405" data-attributes="member: 1879"><p>Are you really trying to argue that "locksmith" is such a strong heroic and fantastic archetype that we need to keep "I unlock doors!" relvant at the level of play where dragon riding and visiting the gods are plausible? Hell at the D&D tech level locks just aren't that complex!</p><p></p><p>A Rogue should be relevant to high level play. Period. A Rogue is not merely a portable door opener. Class roles evolve over time as they level up. A first level wizard is expected to get you past the guards (sleep), a 5th level wizard is expected to get you past the unscaleable glass cliff (flight), a 15th level wizard is expected to get you out of hell (Plane Shift). A 1st level Rogue is expected to deal with the Watchorc (sneak + sneak attack), a 5th level Rogue is expected to get you into the tomb of the Unseen General (detect traps and lockpick), the 15th level rogue is supposed to steal the Mariliths Bra (Diplomacy and perform: dance, or however you want to run that one).</p><p></p><p>If all your character can do or is expected to do is open doors, then your character and character concept suck. Sorry, but walking skeleton key is not, by itself, heroic.</p><p></p><p></p><p></p><p>Amazing Engine was never expected to do D&D. It was intended to compete with the likes of GURPs or the Hero system as a multi-genre engine with the added twist that exp in one game kinda-sorta carried over into the others. But none of the published settings were even vaugely D&D like, although Magitech is sort of what would happen if you allowed a D&D world to evolve past feudalism. Personally I <em>still</em> think "For Faerie, Queen & Country" is a great system/world.</p><p></p><p></p><p></p><p></p><p>Alternity was a SF RPG, not even close to D&D. If you want to bring up failed TSR games you might as well thrown in Boot Hill, Top Secret and Star Frontiers, but none of those were D&D.</p></blockquote><p></p>
[QUOTE="Andor, post: 5907405, member: 1879"] Are you really trying to argue that "locksmith" is such a strong heroic and fantastic archetype that we need to keep "I unlock doors!" relvant at the level of play where dragon riding and visiting the gods are plausible? Hell at the D&D tech level locks just aren't that complex! A Rogue should be relevant to high level play. Period. A Rogue is not merely a portable door opener. Class roles evolve over time as they level up. A first level wizard is expected to get you past the guards (sleep), a 5th level wizard is expected to get you past the unscaleable glass cliff (flight), a 15th level wizard is expected to get you out of hell (Plane Shift). A 1st level Rogue is expected to deal with the Watchorc (sneak + sneak attack), a 5th level Rogue is expected to get you into the tomb of the Unseen General (detect traps and lockpick), the 15th level rogue is supposed to steal the Mariliths Bra (Diplomacy and perform: dance, or however you want to run that one). If all your character can do or is expected to do is open doors, then your character and character concept suck. Sorry, but walking skeleton key is not, by itself, heroic. Amazing Engine was never expected to do D&D. It was intended to compete with the likes of GURPs or the Hero system as a multi-genre engine with the added twist that exp in one game kinda-sorta carried over into the others. But none of the published settings were even vaugely D&D like, although Magitech is sort of what would happen if you allowed a D&D world to evolve past feudalism. Personally I [i]still[/i] think "For Faerie, Queen & Country" is a great system/world. Alternity was a SF RPG, not even close to D&D. If you want to bring up failed TSR games you might as well thrown in Boot Hill, Top Secret and Star Frontiers, but none of those were D&D. [/QUOTE]
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