Remathilis said: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?
First off, figure out how long it takes for the other players to get bored whenever the spotlight's not shining on them. If the amount of time is little or none, I'd be tempted to suggest that tabletop role-playing isn't for them. You cannot have the spotlight all the time. If the amount of time is reasonable, then try to fit the rogue activities within that time frame.
Smooth-talking can be plenty entertaining for the party, and when it's not entertaining it can be reduced to a quick skill check. Note that most classes have some Cha-based skills on their class list, so social interaction is hardly the sole province of rogues.
Trapfinding in previous editions involved a lot of detail as to detection methodology, but these days it's just a Search and Disable Device check. For better or worse, it's not time-consuming. The real trick is to avoid the temptation to put traps where only the most paranoid person would search, because then you will make them paranoid and they will search every square inch of every wall, door, ceiling, object, etc. But remember, rogues have trap sense, uncanny dodge, and evasion, so there is a benefit to them being the ones to set off traps even they didn't detect them ahead of time.
Scouting is the most potentially time-consuming, but if a player has any common sense, he can be taught the follies of trying to scout too far ahead of the party. It often only takes one near-death experience with him unlocking a door and having some monster pounce out at him. Now, on the flipside of that, you also have to discourage the rest of the party from shoving the rogue aside and just barging through every door. If every fight is lopsided in the party's favor, then they can all be won through brute force and the value of scouting is nil. Likewise, if every encounter is set up so that players can't finagle any tactical edge out of surprise, then scouting is also worthless. Put a sleeping ogre in a room. Have some gnolls playing craps with their battleaxes set aside on a table, offer up a soft target of opportunity like a wizard whose bodyguards are not in an optimal position.