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Let's build an imbalanced rogue
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<blockquote data-quote="joah_from_Alberta" data-source="post: 5844046" data-attributes="member: 6669110"><p>I wish the rogue hadn't inherited the title of walking corpse in 3.5 </p><p></p><p>I wish the rogue was more bouncy like spider-man or upbeat like deadpool. </p><p></p><p>We play with a sophisticated level of organizations using genetic algorithms to determine the sandbox developments of our campaign societies (and modules). The program uses rogues extensively as a network agent to determine the best pathways to subjugate other organizations. They are also employed by the party as agents to scout target organizations prior to setting out. Depending on the amount of gold given and organizational factors between involved factions, the amount of reconnaissance can mean life or death to the adventurer. </p><p></p><p>On certain adventures it is necessary to set up a perimeter of rogues around the module to create a buffer against other organizational incursion. Nothing like trying to raid a manor and having another party stomping in after you (how embarrassing). Also, paying an organization to have a rogue stand-by (fingers crossed) is crucial for requesting outside assistance should a door need opening or a character need cure whatever. </p><p></p><p>In our game we have determined the rogue to be more beneficial as a passive character.</p><p></p><p>Cheers,</p></blockquote><p></p>
[QUOTE="joah_from_Alberta, post: 5844046, member: 6669110"] I wish the rogue hadn't inherited the title of walking corpse in 3.5 I wish the rogue was more bouncy like spider-man or upbeat like deadpool. We play with a sophisticated level of organizations using genetic algorithms to determine the sandbox developments of our campaign societies (and modules). The program uses rogues extensively as a network agent to determine the best pathways to subjugate other organizations. They are also employed by the party as agents to scout target organizations prior to setting out. Depending on the amount of gold given and organizational factors between involved factions, the amount of reconnaissance can mean life or death to the adventurer. On certain adventures it is necessary to set up a perimeter of rogues around the module to create a buffer against other organizational incursion. Nothing like trying to raid a manor and having another party stomping in after you (how embarrassing). Also, paying an organization to have a rogue stand-by (fingers crossed) is crucial for requesting outside assistance should a door need opening or a character need cure whatever. In our game we have determined the rogue to be more beneficial as a passive character. Cheers, [/QUOTE]
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