Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Exploration Rules You'd Like To See
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 6040393" data-attributes="member: 2067"><p>I've compared skill checks to attack rolls in this thread, and I think the basic comparison holds. It's not exactly a lot of fun just to roll dice until something happens.</p><p></p><p>That's why part of my criticisms of SC's above involved a lack of unique player variation, and part of what lead me to post the thread in the first place.</p><p></p><p>Think of the original playtest Fighter. He could use all the weapons and armor, and he had the biggest bonus with them. He was clearly the Best At Fighting. Yet, a big bonus and immense versatility wasn't exactly enough -- so the game added expertise dice, and It Was Good.</p><p></p><p>I think the rogue sits in the same boat, but for Exploration. Giving the rogue all the skills and giving the rogue the biggest bonus with them isn't enough. Okay, it makes them the Best At Exploring, but a big bonus and lots of options isn't enough. The game needs to add some engaging exploration <em>rules</em> to keep the rogue awesome, just as it needed more detailed combat elements to help out the fighter. </p><p></p><p>[sblock=Minor Rant]</p><p>For me, I believe that the kind of rogue I want to play would be a consummate spy and infiltrator. Less about rocking in combat and more about <em>avoiding combat entirely</em>, my ideal rogue helps her party out not really by killing goblins (mostly the fighter's job), but by sneaking by some goblins to avoid a fight, or by bluffing some goblins and get out of an ambust, or by gently removing the MacGuffin from the sleeping gobiln's pouch...</p><p></p><p>When I imagine what my thief looks like when it's being awesome, it's this:</p><p></p><p><img src="http://cdn.obsidianportal.com/images/30451/thief.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Or this:</p><p></p><p><img src="http://2.bp.blogspot.com/-t21VDO9xYEk/TnkqwI70XhI/AAAAAAAAAN0/QZ-xUhKT6LM/s1600/20080102_drdd_1.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Or this:</p><p></p><p><img src="http://www.wizards.com/dnd/images/cx_gallery/86368.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The challenges they're facing aren't combat challenges. They're not darting in and out of melee, tumbling and rolling and stabbing everything as they go. They're not a Lightly Armored Quick Fighter (IMO, the <em>fighter</em> should be able to do that!). </p><p></p><p>And to make the challenges they ARE facing more interesting to play through, we're going to need more than just roll...roll...roll...we're gonna need options and variety and the ability for Rogues to be different than Rangers who should be distinct from Druids who don't do things the same as Barbarians who...you get the idea.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6040393, member: 2067"] I've compared skill checks to attack rolls in this thread, and I think the basic comparison holds. It's not exactly a lot of fun just to roll dice until something happens. That's why part of my criticisms of SC's above involved a lack of unique player variation, and part of what lead me to post the thread in the first place. Think of the original playtest Fighter. He could use all the weapons and armor, and he had the biggest bonus with them. He was clearly the Best At Fighting. Yet, a big bonus and immense versatility wasn't exactly enough -- so the game added expertise dice, and It Was Good. I think the rogue sits in the same boat, but for Exploration. Giving the rogue all the skills and giving the rogue the biggest bonus with them isn't enough. Okay, it makes them the Best At Exploring, but a big bonus and lots of options isn't enough. The game needs to add some engaging exploration [I]rules[/I] to keep the rogue awesome, just as it needed more detailed combat elements to help out the fighter. [sblock=Minor Rant] For me, I believe that the kind of rogue I want to play would be a consummate spy and infiltrator. Less about rocking in combat and more about [I]avoiding combat entirely[/I], my ideal rogue helps her party out not really by killing goblins (mostly the fighter's job), but by sneaking by some goblins to avoid a fight, or by bluffing some goblins and get out of an ambust, or by gently removing the MacGuffin from the sleeping gobiln's pouch... When I imagine what my thief looks like when it's being awesome, it's this: [IMG]http://cdn.obsidianportal.com/images/30451/thief.jpg[/IMG] Or this: [IMG]http://2.bp.blogspot.com/-t21VDO9xYEk/TnkqwI70XhI/AAAAAAAAAN0/QZ-xUhKT6LM/s1600/20080102_drdd_1.jpg[/IMG] Or this: [IMG]http://www.wizards.com/dnd/images/cx_gallery/86368.jpg[/IMG] The challenges they're facing aren't combat challenges. They're not darting in and out of melee, tumbling and rolling and stabbing everything as they go. They're not a Lightly Armored Quick Fighter (IMO, the [I]fighter[/I] should be able to do that!). And to make the challenges they ARE facing more interesting to play through, we're going to need more than just roll...roll...roll...we're gonna need options and variety and the ability for Rogues to be different than Rangers who should be distinct from Druids who don't do things the same as Barbarians who...you get the idea. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Exploration Rules You'd Like To See
Top