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Making my game more "rogue friendly"
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<blockquote data-quote="Ralif Redhammer" data-source="post: 3310308" data-attributes="member: 30438"><p>Since undead negate a lot of the rogue's utility, I'd watch how often you use them.</p><p></p><p>One thing I've found useful is making encounters that require multitasking from the group.</p><p></p><p>I've used situations in the past where a rogue had to deal with a trapped lock and/or riddle while the other PCs had to hold off the oncoming baddies. Throw in a time limit and both the rogues and non-rogues will be too busy worrying about the situation to get bored.</p><p></p><p>If sneaking is more their thing, perhaps the other PCs have to create a distraction or engage the enemy so that the rogue can sneak past them.</p><p></p><p>Or alternately, if there are more spellcasters than tanks, a tomb filled with ancient traps, mystic tomes to be deciphered, and enchantments to be worked can work nicely.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 3310308, member: 30438"] Since undead negate a lot of the rogue's utility, I'd watch how often you use them. One thing I've found useful is making encounters that require multitasking from the group. I've used situations in the past where a rogue had to deal with a trapped lock and/or riddle while the other PCs had to hold off the oncoming baddies. Throw in a time limit and both the rogues and non-rogues will be too busy worrying about the situation to get bored. If sneaking is more their thing, perhaps the other PCs have to create a distraction or engage the enemy so that the rogue can sneak past them. Or alternately, if there are more spellcasters than tanks, a tomb filled with ancient traps, mystic tomes to be deciphered, and enchantments to be worked can work nicely. [/QUOTE]
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Making my game more "rogue friendly"
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