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Is my rogue not useful in this configuration?
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<blockquote data-quote="Retreater" data-source="post: 5605209" data-attributes="member: 42040"><p>Examples of my rogue's ineffectiveness:</p><p> </p><p>1) Sneak attack and damage potential</p><p>Wielding a rapier with weapon finesse, my rogue attempts to tumble into flanking position using his maxed out ranks in acrobatics. If he is unable to flank, he attempts to feint with his Improve Feint feat and maxed ranks in bluff. </p><p> </p><p>I do know how to get sneak attacks when the opportunity presents itself. Unfortunately, that doesn't help me when the DM/module designer is regularly throwing opponents at me who a) can't be flanked; b) are very difficult to feint due to being mindless; and c) are immune to precision damage.</p><p> </p><p>Even if I hit with sneak attacks every round (which is next to impossible) in every combat (again, not going to happen), I am still getting left in the dust by the barbarian and ranger. It's not the end of the world, and there are other things that my character can do...</p><p> </p><p>2) Trapfinding and avoidance</p><p>Module designers seem to place one or two "big nasty traps" in an adventure. This is probably to address the fact that not every party has a rogue and to make their adventures appeal to the largest number of groups. This means that a rogue is given - at best - one or two chances to really shine in an adventure. However, if you miss a die roll, it all comes crashing down, and you're a failure. Compare that to the fighter who misses with an attack: He swings again the next round. </p><p> </p><p>So far in this adventure series, the traps have been weak - such as a poison needle. In this case it would be better to have brought a second cleric to cast Lesser Restoration (plus lots of healing) instead of a rogue to get past one CR 1 trap. This is akin to bringing a barbarian on an investigative mission in which - during the entire module - he has to fight a single orc.</p><p> </p><p>Unless there are nasty traps in an adventure, it seems that it might be better for my group just to walk through them and hope for the best than to count on my rogue to get past them. </p><p> </p><p>3) Roleplaying</p><p>Silly me: I invested ranks in roleplaying skills and ability points into a decent Charisma. Instead, the DM prefers to "roleplay" these types of interactions - which is fine - but it means that the Cha 8 Wizard is just as effective in roleplaying encounters as my Cha 16 Rogue/Bard with maxed ranks in Diplomacy, Bluff, and Perform (acting).</p></blockquote><p></p>
[QUOTE="Retreater, post: 5605209, member: 42040"] Examples of my rogue's ineffectiveness: 1) Sneak attack and damage potential Wielding a rapier with weapon finesse, my rogue attempts to tumble into flanking position using his maxed out ranks in acrobatics. If he is unable to flank, he attempts to feint with his Improve Feint feat and maxed ranks in bluff. I do know how to get sneak attacks when the opportunity presents itself. Unfortunately, that doesn't help me when the DM/module designer is regularly throwing opponents at me who a) can't be flanked; b) are very difficult to feint due to being mindless; and c) are immune to precision damage. Even if I hit with sneak attacks every round (which is next to impossible) in every combat (again, not going to happen), I am still getting left in the dust by the barbarian and ranger. It's not the end of the world, and there are other things that my character can do... 2) Trapfinding and avoidance Module designers seem to place one or two "big nasty traps" in an adventure. This is probably to address the fact that not every party has a rogue and to make their adventures appeal to the largest number of groups. This means that a rogue is given - at best - one or two chances to really shine in an adventure. However, if you miss a die roll, it all comes crashing down, and you're a failure. Compare that to the fighter who misses with an attack: He swings again the next round. So far in this adventure series, the traps have been weak - such as a poison needle. In this case it would be better to have brought a second cleric to cast Lesser Restoration (plus lots of healing) instead of a rogue to get past one CR 1 trap. This is akin to bringing a barbarian on an investigative mission in which - during the entire module - he has to fight a single orc. Unless there are nasty traps in an adventure, it seems that it might be better for my group just to walk through them and hope for the best than to count on my rogue to get past them. 3) Roleplaying Silly me: I invested ranks in roleplaying skills and ability points into a decent Charisma. Instead, the DM prefers to "roleplay" these types of interactions - which is fine - but it means that the Cha 8 Wizard is just as effective in roleplaying encounters as my Cha 16 Rogue/Bard with maxed ranks in Diplomacy, Bluff, and Perform (acting). [/QUOTE]
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Is my rogue not useful in this configuration?
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