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General Tabletop Discussion
*Pathfinder & Starfinder
Is Rogue a problematic class?
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<blockquote data-quote="Kobold Boots" data-source="post: 5736781" data-attributes="member: 92239"><p>Noted.</p><p></p><p>I've found that it works well in combat or in any environment where there are multiple NPCs that can be played. </p><p></p><p>As to the guard example you've mentioned above, I'd just give my players the information they'd have at their disposal. "The four of you are guards, one of you is the guard captain responsible for defending this place. This is what you're defending, this is the full floor plan of the place."</p><p></p><p>Note that what I tell them they're defending may be different from what the rogue is actually going after as the guards don't know his mission. If they are defending a gold repository and the rogue is going in to assassinate the guard captain, that may change how effective the guards plans are.</p><p></p><p>Now for the rogue: "Rogue, you have been hired to do X. This is what you've been able to determine about the target. This is what you've been able to determine about the floor plan (through streetwise and other checks I know how accurate what I'm advising is. He or She may not.)</p><p></p><p>"Guards - what are your plans for the night? You either have information that you're expecting company or you expect this to be another boring night."</p><p></p><p>"Rogue, what is your plan?" Of course handled away from the guards and vice versa.</p><p></p><p>Everyone at the table knows something is going on and I just set up the scene for the first opportunity of conflict. Usually the guards are tipped to something going on, either by the rogue taking someone out or being noisy and the game goes from there. It takes some careful planning of the place the rogue is going and if I know I have a player that does this kind of stuff, I keep a random castle or building ready just in case and some old Dragon magazine hazard tables.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 5736781, member: 92239"] Noted. I've found that it works well in combat or in any environment where there are multiple NPCs that can be played. As to the guard example you've mentioned above, I'd just give my players the information they'd have at their disposal. "The four of you are guards, one of you is the guard captain responsible for defending this place. This is what you're defending, this is the full floor plan of the place." Note that what I tell them they're defending may be different from what the rogue is actually going after as the guards don't know his mission. If they are defending a gold repository and the rogue is going in to assassinate the guard captain, that may change how effective the guards plans are. Now for the rogue: "Rogue, you have been hired to do X. This is what you've been able to determine about the target. This is what you've been able to determine about the floor plan (through streetwise and other checks I know how accurate what I'm advising is. He or She may not.) "Guards - what are your plans for the night? You either have information that you're expecting company or you expect this to be another boring night." "Rogue, what is your plan?" Of course handled away from the guards and vice versa. Everyone at the table knows something is going on and I just set up the scene for the first opportunity of conflict. Usually the guards are tipped to something going on, either by the rogue taking someone out or being noisy and the game goes from there. It takes some careful planning of the place the rogue is going and if I know I have a player that does this kind of stuff, I keep a random castle or building ready just in case and some old Dragon magazine hazard tables. [/QUOTE]
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Is Rogue a problematic class?
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