Have you run and/or played in a 3e/3.5 game with no rogue?

Like the other thread except about the rogue:

As the thread title asks. How did this go? Were there any siginificant problems. If you were the DM did you modify things significantly (rules and or scenarios)? If a player was it just fine, frustrating, something else?

Yes, I have often played in 3.X without a rogue (or any skill-monkey). It's no problem at all. Locks can be dealt with using knock or a good big axe; traps can be soaked up; familiars and divination magic can handle scouting duty, assuming you don't just kick in the door. You do need somebody to be the party face, but a cleric or sorceror can usually handle that job pretty well.
 

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I've had lots of multi-class rogues in games, but I honestly can't remember a 3.x game without someone with rogue levels.
 

I meant rogue specifically - I'm trying to gauge how "replaceable" (for lack of a better word) the rogue is vs. how replaceable the wizard is (which is another thread).

My heavy suspicion (which I would be glad to have shown false) is that the rogue is much more easily replaced than the wizard.

In the Ptolus game I play in we don't have a Rogue or a Wizard (we have a Cleric, Fighter, Duskblade and Urban Ranger). So far we've gotten along well enough without either, although at times we do feel the lack of a Rogue because we're a largely unskilled group (2 skill points/level for three of four PCs). We haven't done much in the way of dungeon delving though, so dealing with traps hasn't been much of an issue. In everyday scenarios we've been able to rely on the Cleric's magic and since Ptolus is such a high magic setting, if we need a special arcane spell (or the creation of a magic item) we hire a spellcaster.
 

The two games I'm running have no rogues in the party.

One is a Freeport pirates and cultist nautical city themed game.

One is a Wildwood wilderness themed game.

The closest to the rogue archetype in the Freeport game would be the beguiler, the swashbuckler, and the bard.

In the Wildwood game the closest would be the ranger.

I have not adjusted the game or scenarios based upon the lack of a rogue in either party, though I house ruled from the start that trapfinding acts like elven secret door detection, anybody can detect traps with an appropriate roll, and all skills are class skills for everybody.
 
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