Remathilis
Legend
Recently, a couple of my friends and fellow gamers all commented that D&D isn't always "rogue friendly". By that, I mean typically the four-party setup (fighter, wizard, cleric, rogue) all have their strengths. Fighter's fight, wizards blast, clerics heal, rogues sneak. However, Every character adds to a fight, wizard magic is useful in a variety of team situations (teleporting allies, etc) and clerics have all sorts of useful spells that aid the party. The primary function of the rogue (sneaking, scouting, smooth-talking, trapfinding, and acrobatics) are essentially solo activities. Clunky plate-draped fighters make poor sneaks, and the dour wizard is a poor help for smooth talking. And assuming the DM doesn't want to tie up a goodly chunk of time on essentially solo-missions (sneaking into the queen's chamber, scouting the next few halls of Mt. Doom for traps) what can be done to give rogue's more chances to shine in their primary functions while not relegating the less dexterous or charismatic members of the party to mostly watching?
I'm interested in what you do to keep your rogue-playing friends happy without boring the other players?
I'm interested in what you do to keep your rogue-playing friends happy without boring the other players?