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<blockquote data-quote="Dei" data-source="post: 2823506" data-attributes="member: 40300"><p>I'd be very careful before doing anything that will force the paladin to fight good creatures such as angels etc, some players might enjoy the moral quandry this forces while others will just find it unbalancing and unenjoyable. If you want to still have a heavy combat put devils as the guardians and make the demon a victim of the blood war who was imprisioned here after his defeat or something like that.</p><p></p><p>As for challenging the rogue, hmm, well though rogues are doubtless useful in combat their primary role is as an out of combat skill user, someone who can get a party through dangerous/difficult areas better than anyone else. This is often made to seem like something that's actually not that big of a deal, *roll, roll* "You successfully do X" whereas in fact it's vital to the party. The trick to making a rogue happy is to not blow over his abilities with "You successfully do X"</p><p></p><p>Instead, when he successfully gets them through a trapped hallway have something like this prepared:</p><p></p><p>"A tiny change in the lay of the floor tells you there's a pressure-plate before you, it's dimensions becoming clear to you as you kneel to check more carefully. A swift examination tells you that the only way to disarm it is to get to the other side, as you ready yourself to make the leap you see trip wires suspended in mid-air, ready to catch you and so instead, bracing a foot against each wall you ascend towards the cieling, your hands against the walls to steady yourself. You slide upward swiftly and smoothly until finally you're in position and slip a piton into a crack in the stonework, gaining the fingerhold you need. You drop your feet and kick forward, pivoting from a single finger as you tuck and roll between two of the wires, the world spinning around you as you contort your body in mid-air to land delicately balanced on the other side. A glimmer in the air at the edge of perception tells you that you missed one final fail-safe but swiftly you turn, pulling a jamming cog from your belt which you slam into place, etc, etc." </p><p></p><p>Our DM does it and it turns a "trap-monkey" into a vital and indisposable member of the party. For every trap he'll prepare a description of it being successfully disarmed and will change it depending on how successful the roll is, makes the rogue seem a lot cooler than just "You disarm the trap." It's a bit of extra work for you but it can be worth it. Apply it to everything, such as describing how he cartwheels and flips through the ariel gauntlet and you've got yourself one skill-happy rogue.</p><p></p><p>As for making him seem worthwhile in combat how about something with high SR and DR but that's quite slow. His sneak attack will be the best way of overcoming DR and he won't have to worry about SR and if it's slow he can happily "run rings around it" Or perhaps something that's really really powerful but blinded in some way so that he has to use his move-silently to engage it effectively.</p></blockquote><p></p>
[QUOTE="Dei, post: 2823506, member: 40300"] I'd be very careful before doing anything that will force the paladin to fight good creatures such as angels etc, some players might enjoy the moral quandry this forces while others will just find it unbalancing and unenjoyable. If you want to still have a heavy combat put devils as the guardians and make the demon a victim of the blood war who was imprisioned here after his defeat or something like that. As for challenging the rogue, hmm, well though rogues are doubtless useful in combat their primary role is as an out of combat skill user, someone who can get a party through dangerous/difficult areas better than anyone else. This is often made to seem like something that's actually not that big of a deal, *roll, roll* "You successfully do X" whereas in fact it's vital to the party. The trick to making a rogue happy is to not blow over his abilities with "You successfully do X" Instead, when he successfully gets them through a trapped hallway have something like this prepared: "A tiny change in the lay of the floor tells you there's a pressure-plate before you, it's dimensions becoming clear to you as you kneel to check more carefully. A swift examination tells you that the only way to disarm it is to get to the other side, as you ready yourself to make the leap you see trip wires suspended in mid-air, ready to catch you and so instead, bracing a foot against each wall you ascend towards the cieling, your hands against the walls to steady yourself. You slide upward swiftly and smoothly until finally you're in position and slip a piton into a crack in the stonework, gaining the fingerhold you need. You drop your feet and kick forward, pivoting from a single finger as you tuck and roll between two of the wires, the world spinning around you as you contort your body in mid-air to land delicately balanced on the other side. A glimmer in the air at the edge of perception tells you that you missed one final fail-safe but swiftly you turn, pulling a jamming cog from your belt which you slam into place, etc, etc." Our DM does it and it turns a "trap-monkey" into a vital and indisposable member of the party. For every trap he'll prepare a description of it being successfully disarmed and will change it depending on how successful the roll is, makes the rogue seem a lot cooler than just "You disarm the trap." It's a bit of extra work for you but it can be worth it. Apply it to everything, such as describing how he cartwheels and flips through the ariel gauntlet and you've got yourself one skill-happy rogue. As for making him seem worthwhile in combat how about something with high SR and DR but that's quite slow. His sneak attack will be the best way of overcoming DR and he won't have to worry about SR and if it's slow he can happily "run rings around it" Or perhaps something that's really really powerful but blinded in some way so that he has to use his move-silently to engage it effectively. [/QUOTE]
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