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Making my game more "rogue friendly"
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<blockquote data-quote="Felon" data-source="post: 3310218" data-attributes="member: 8158"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Felon, post: 3310218, member: 8158"] 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. [/QUOTE]
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