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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Have you run and/or played in a 3e/3.5 game with no rogue?
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="Ifni" data-source="post: 4442145" data-attributes="member: 67339"><p>I've played a number of Living Greyhawk games (i.e. the GM can't tailor encounters to you, and you may have a new party for each game) where we didn't have a rogue on the table. Sometimes it matters a lot, sometimes not at all, depending mostly on what sort of traps are in the module and whether you're required to make Search checks to find the treasure. Rogues have functions other than trapfinding, but trapfinding seems to be the only really irreplaceable one (as others have said, though, it's true that beguilers/scouts/etc can fill this role instead). Other PCs can do damage in melee (I don't know of any monsters especially vulnerable to sneak attack), and most skills can be covered sufficiently by the rest of the party. Having someone along who can open locks quickly and quietly is good, but rarely makes that much of a difference (Silence + adamantine weapon usually does the job, unless we're trying not to leave signs).</p><p> </p><p>I think the time we were most severely punished for not having a rogue was when we triggered an Energy Drain x3 + Heightened Disintegrate x4 trap (EL 16ish, from memory, and it was protected against magical detection, so we didn't spot it with Arcane Sight). Fortunately most of the party had Death Ward armor and everyone made their Fort saves, but still, ow. That table was meant to be all-arcane (L15), but one player decided to bring his monk instead of his sorcerer, so we had a monk and five arcanists. The trap was right before a gauntlet of four EL 18-20 combats, and we were in hot pursuit of the bad guys, so no chance to rest - it was intended to be a difficult game. </p><p> </p><p>Conversely, though, I played another game with some nasty traps with no rogue in the party - but those traps didn't have Nystul's Magic Aura on them. My sorcerer spotted the first Wail of the Banshee trap with Detect Magic, read off the Strong Necromancy aura, and volunteered to check it out because she had an auto-triggering Death Ward effect. She also asked the cleric for a Silence spell, guessing it might be Wail of the Banshee due to a divination we'd received earlier (about haunting wails guarding the door) - so that worked out well. The second trap was a spell turret, so we just bashed it to pieces with adamantine. When I ran that scenario for a friend's rogue, though, she trivialized both encounters by disarming everything.</p><p> </p><p>So... YMMV. I'd always be pleased to see a rogue in the party, at any level, especially if I knew the GM used nasty custom traps. When you're meeting traps that have the same ELs as the combat encounters, just triggering them usually isn't a good option. I don't think any class is indispensable, though.</p></blockquote><p></p>
[QUOTE="Ifni, post: 4442145, member: 67339"] I've played a number of Living Greyhawk games (i.e. the GM can't tailor encounters to you, and you may have a new party for each game) where we didn't have a rogue on the table. Sometimes it matters a lot, sometimes not at all, depending mostly on what sort of traps are in the module and whether you're required to make Search checks to find the treasure. Rogues have functions other than trapfinding, but trapfinding seems to be the only really irreplaceable one (as others have said, though, it's true that beguilers/scouts/etc can fill this role instead). Other PCs can do damage in melee (I don't know of any monsters especially vulnerable to sneak attack), and most skills can be covered sufficiently by the rest of the party. Having someone along who can open locks quickly and quietly is good, but rarely makes that much of a difference (Silence + adamantine weapon usually does the job, unless we're trying not to leave signs). I think the time we were most severely punished for not having a rogue was when we triggered an Energy Drain x3 + Heightened Disintegrate x4 trap (EL 16ish, from memory, and it was protected against magical detection, so we didn't spot it with Arcane Sight). Fortunately most of the party had Death Ward armor and everyone made their Fort saves, but still, ow. That table was meant to be all-arcane (L15), but one player decided to bring his monk instead of his sorcerer, so we had a monk and five arcanists. The trap was right before a gauntlet of four EL 18-20 combats, and we were in hot pursuit of the bad guys, so no chance to rest - it was intended to be a difficult game. Conversely, though, I played another game with some nasty traps with no rogue in the party - but those traps didn't have Nystul's Magic Aura on them. My sorcerer spotted the first Wail of the Banshee trap with Detect Magic, read off the Strong Necromancy aura, and volunteered to check it out because she had an auto-triggering Death Ward effect. She also asked the cleric for a Silence spell, guessing it might be Wail of the Banshee due to a divination we'd received earlier (about haunting wails guarding the door) - so that worked out well. The second trap was a spell turret, so we just bashed it to pieces with adamantine. When I ran that scenario for a friend's rogue, though, she trivialized both encounters by disarming everything. So... YMMV. I'd always be pleased to see a rogue in the party, at any level, especially if I knew the GM used nasty custom traps. When you're meeting traps that have the same ELs as the combat encounters, just triggering them usually isn't a good option. I don't think any class is indispensable, though. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Have you run and/or played in a 3e/3.5 game with no rogue?
Top