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General Tabletop Discussion
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Maybe this is a bit late, but let's talk about Rogue's Niche, and What Rogue Should Be.
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<blockquote data-quote="Stormonu" data-source="post: 9371100" data-attributes="member: 52734"><p>I don't want to brush it aside, but it's become of far too much importance in the game in the discussions I see. Sadly, it's not so much the fault of the designers but of the player base who no longer look at D&D as a story of exploration and interaction, but of the urge to set up "cool set piece battles" in a poor attempt to imitate the thrill of FPS and MMORPG action or even action movies. And D&D's game pace is just too slow for that sort of thing.</p><p></p><p>I myself have been fighting for years to try and go back to more abstract combat to lessen its grip on the game and stop trying to emulate every swing and riposte. And as I look over my own custom rules, I can say I've failed at it - but I heartily wish the game had more structure and advice to emphasis and build out the other two pillars, rather than treat them as has-beens. The problem is, I don't know rightly how to do that without abandoning D&D and go find a system that does do that better, and it frustrates me - especially when it come to the Rogue. Subclasses like the Inquisitive, Mastermind and Thief I feel like people should be drooling over, rather than jumping for the subclasses that give more damage. Most of all, it's crazy that the best all-around subclass seems to be the Arcane Trickster, where magic is used to bypass the skill system wherever you can.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9371100, member: 52734"] I don't want to brush it aside, but it's become of far too much importance in the game in the discussions I see. Sadly, it's not so much the fault of the designers but of the player base who no longer look at D&D as a story of exploration and interaction, but of the urge to set up "cool set piece battles" in a poor attempt to imitate the thrill of FPS and MMORPG action or even action movies. And D&D's game pace is just too slow for that sort of thing. I myself have been fighting for years to try and go back to more abstract combat to lessen its grip on the game and stop trying to emulate every swing and riposte. And as I look over my own custom rules, I can say I've failed at it - but I heartily wish the game had more structure and advice to emphasis and build out the other two pillars, rather than treat them as has-beens. The problem is, I don't know rightly how to do that without abandoning D&D and go find a system that does do that better, and it frustrates me - especially when it come to the Rogue. Subclasses like the Inquisitive, Mastermind and Thief I feel like people should be drooling over, rather than jumping for the subclasses that give more damage. Most of all, it's crazy that the best all-around subclass seems to be the Arcane Trickster, where magic is used to bypass the skill system wherever you can. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Maybe this is a bit late, but let's talk about Rogue's Niche, and What Rogue Should Be.
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