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How do YOU play a rogue?
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1454810" data-attributes="member: 16936"><p>My favorite rogue character in D&D3 was a self-proclaimed professional adventurer; he could fight, he could sneak, he could talk, he could use magic items, he could do it all. For him, it was all about getting fortune and glory, so he was generally up for most good-oriented quests just because that tended to bring in the most fame (and avoided working for evil goals because infamy wasn't the same thing). He was a relentless self-promoter, a fearless scout, a decisive leader, and a very quick thinker. Also, the only time he'd ever shut up was if he was being stealthy, and there was something very off-putting about just how desperately he was pursuing fame.</p><p></p><p>He was kind of like a very talented musician who works twenty hours a day trying to become a superstar...and treats everyone like they're dying to either be his groupie or be part of his backup band. You sort of liked him and you could see that he had the potential to really succeed, but you suspected there might be something very wrong about the way he was going after it. Overall, though, he tended to be the first and most decisive voice in party discussions, and generally got the Most Valuable Character nod at the end of each adventure.</p><p></p><p>Even so, it still took about a half-dozen sessions before the other <em>players</em> (not the other characters, oddly enough) were willing to admit that he wasn't a thief character. You wouldn't think it would take that long, considering that he never stole anything and had nothing but scorn for thieves in general, but I guess old AD&D habits die hard.</p><p></p><p>So based on that, I'd say that I like to play rogues as flamboyant, swashbuckling, masterful, wannabe superstars who look for a way to leverage every situation to their advantage through wits or agility. Forget playing rogues as dour, vicious assassins or shifty-eyed double-dealing thieves: rogues are the rock stars of the D&D adventuring world. They're Indiana Jones plus Zorro plus James Bond, only cooler. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--</p><p>and obviously, rogues don't need to maintain a particularly firm grip on reality</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1454810, member: 16936"] My favorite rogue character in D&D3 was a self-proclaimed professional adventurer; he could fight, he could sneak, he could talk, he could use magic items, he could do it all. For him, it was all about getting fortune and glory, so he was generally up for most good-oriented quests just because that tended to bring in the most fame (and avoided working for evil goals because infamy wasn't the same thing). He was a relentless self-promoter, a fearless scout, a decisive leader, and a very quick thinker. Also, the only time he'd ever shut up was if he was being stealthy, and there was something very off-putting about just how desperately he was pursuing fame. He was kind of like a very talented musician who works twenty hours a day trying to become a superstar...and treats everyone like they're dying to either be his groupie or be part of his backup band. You sort of liked him and you could see that he had the potential to really succeed, but you suspected there might be something very wrong about the way he was going after it. Overall, though, he tended to be the first and most decisive voice in party discussions, and generally got the Most Valuable Character nod at the end of each adventure. Even so, it still took about a half-dozen sessions before the other [i]players[/i] (not the other characters, oddly enough) were willing to admit that he wasn't a thief character. You wouldn't think it would take that long, considering that he never stole anything and had nothing but scorn for thieves in general, but I guess old AD&D habits die hard. So based on that, I'd say that I like to play rogues as flamboyant, swashbuckling, masterful, wannabe superstars who look for a way to leverage every situation to their advantage through wits or agility. Forget playing rogues as dour, vicious assassins or shifty-eyed double-dealing thieves: rogues are the rock stars of the D&D adventuring world. They're Indiana Jones plus Zorro plus James Bond, only cooler. ;) -- and obviously, rogues don't need to maintain a particularly firm grip on reality ryan [/QUOTE]
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