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Do you make changes with 3e Rogues?
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<blockquote data-quote="WizarDru" data-source="post: 444306" data-attributes="member: 151"><p>Stealthy to carry, perhaps, but hardly stealthy to use, don't you think?</p><p></p><p>Anyhow, the 3E rogue is most versatile class in the game, IMHO, being able to represent a fairly diverse range of characters, all within one class. Combined with the ability to multiclass, you can create quite a set of interesting combos with them.</p><p></p><p>It should also be pointed out that while other classes may be able to get Disable Device, the PHB and DMG are quite clear that only Rogues can deactivate magical ones. The diverse set of skills allow rogues to excel at non-combat functions, but work well as sly fighters in a pinch. Some of the best rogue feats, such as Expertise, require a 13+ INT...that coupled with the skill bonuses makes it a rogue's second best friend, after Dex. The best way to compensate for lower hit points is to never get hit at all.</p><p></p><p>As for the high bonus skill items...quite frankly, it's not an issue. The rogue will need those at later levels to be able to sneak, suprise, eavesdrop, evade and deactivate the various things she may encounter. DC35 magic traps are not uncommon in the early teens, for example. Add to that the limitation of slots, and you're even more limited. One can't wear a Cape of the Mountebank and Cloak of Elvenkind at the same time, nor Boots of Striding and Springing and Boots of Spiderclimb. It all balances. Use magic device massively increases the rogue's usefulness to the group (backup healer, backup wizard, backup anything).</p><p></p><p>Rogues, quite simply, rock. But then, so do most of the classes in 3E, IMHO.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 444306, member: 151"] Stealthy to carry, perhaps, but hardly stealthy to use, don't you think? Anyhow, the 3E rogue is most versatile class in the game, IMHO, being able to represent a fairly diverse range of characters, all within one class. Combined with the ability to multiclass, you can create quite a set of interesting combos with them. It should also be pointed out that while other classes may be able to get Disable Device, the PHB and DMG are quite clear that only Rogues can deactivate magical ones. The diverse set of skills allow rogues to excel at non-combat functions, but work well as sly fighters in a pinch. Some of the best rogue feats, such as Expertise, require a 13+ INT...that coupled with the skill bonuses makes it a rogue's second best friend, after Dex. The best way to compensate for lower hit points is to never get hit at all. As for the high bonus skill items...quite frankly, it's not an issue. The rogue will need those at later levels to be able to sneak, suprise, eavesdrop, evade and deactivate the various things she may encounter. DC35 magic traps are not uncommon in the early teens, for example. Add to that the limitation of slots, and you're even more limited. One can't wear a Cape of the Mountebank and Cloak of Elvenkind at the same time, nor Boots of Striding and Springing and Boots of Spiderclimb. It all balances. Use magic device massively increases the rogue's usefulness to the group (backup healer, backup wizard, backup anything). Rogues, quite simply, rock. But then, so do most of the classes in 3E, IMHO. [/QUOTE]
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