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I've finally figured out why 3rd edition bugs me
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<blockquote data-quote="velm" data-source="post: 1866855" data-attributes="member: 25998"><p>As much as I like rogues, I really do think that a party could do without them. It might make certain situations a bit more dangerous but it could still be done. </p><p>They are a very useful overall class. But for having others detect and overcome traps, it is the thief. Yes, you can have the cleric cast detect traps, but only if he thinks there is a reason to do so. It is much easier for the thief to do it. The same for overcoming them. Some traps can do than just damage, a trap could do a debilitating effect, or incapacitate the party and while the party is incapacitated a group of kobolds could walk in and slice their necks. </p><p>It would NOT be advisable to travel without a Rogue, or Cleric, but it can be done. Others can cast healing spells, and there are magic items that can heal.</p></blockquote><p></p>
[QUOTE="velm, post: 1866855, member: 25998"] As much as I like rogues, I really do think that a party could do without them. It might make certain situations a bit more dangerous but it could still be done. They are a very useful overall class. But for having others detect and overcome traps, it is the thief. Yes, you can have the cleric cast detect traps, but only if he thinks there is a reason to do so. It is much easier for the thief to do it. The same for overcoming them. Some traps can do than just damage, a trap could do a debilitating effect, or incapacitate the party and while the party is incapacitated a group of kobolds could walk in and slice their necks. It would NOT be advisable to travel without a Rogue, or Cleric, but it can be done. Others can cast healing spells, and there are magic items that can heal. [/QUOTE]
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I've finally figured out why 3rd edition bugs me
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