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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="Soulknife_Infiltrator" data-source="post: 9374352" data-attributes="member: 7040881"><p>I guess our biggest disagreement lies in the part of "Rogue was good". It is only good for tables without Feats, and only "<em>feels</em>" good to some players who only care "Oh I throw a lot of dices at a time!"</p><p></p><p>To me, and to so many players who do pay attention to "what's happening in the game" and the "boring math", Rogue was <em>never</em> good. It <em><strong>was </strong></em>the weakest class in 2014 and still <strong><em>is</em></strong> in 2024. Especially in 2014 where -5/+10 lived, the lack of Extra-Attack basically means a death penalty to a class who can't cast. When you're hiding and trying to get a shot that does a 20+DPR, your Ranger or Fighter or whatever Martial teammates are killing the dragon with 50~60+DPR each, with -5/+10 and advantages from your Casters.</p><p></p><p>I know this is the part where you and some players might start arguing that "<em>B-But Rogues are for Out of Combats!</em>", but com'on, this is a game that <strong><em>80%</em></strong> of the contents are about combats and most official adventures are also stuffed with <em>combats, combats, combats and combats</em>. Is it really a good idea to design such a class in such a game? No. This is kind of an outdated designing philosophy that doesn't suits the current playstyle and the actual game.</p><p></p><p>Even if we talk about "<em>Out of Combats</em>", I still see no reason why two more skill proficiencies would suddenly turn Rogue into a "<em>Out of Combats Master</em>". Two more proficiencies only means you're only better by <em>10~15%</em> of chance in passing a check than other characters who happened not taking those skills or happened not having the main stats for those skills, which normally you'd be having three teammates. The only differences lies in Expertise, which a Rogue often has to Expertise in <em>Sleight of Hand</em> and <em>Thieves' Tools</em> to make themselves useful enough, otherwise you are also not better than other characters who happen the needed stats, and still you'd be having 3~4 teammates normally.</p><p>Especially Mundane Skill Checks like Perception, Investigation, often could be rolled by all the party members in most adventures. Does the team successfully find something basically has nothing to do with the Rogue since you're not significantly good at these skills and "One Pass, Everyone Passed", rolling a N15 isn't that rare for 4~5 players.</p><p></p><p>I also don't see how could a Rogue could be count as "<em>designed for Out of Combats</em>" when Bards are there. Hell, Bards can do a better "Out of Combats" with JoAT, Expertise, and Spells, while doing a similar even higher DPR, <em>safely</em> with a Long Bow at level 6. After all they have the Valor Bard which grants them Extra-Attack while 2014 Rogue have none.</p><p></p><p>I know some may argue again "<em>The Reliable Talent!</em>", yeah, but, how many campaigns really reach level 11? According survery made by DNDBeyond, almost none.</p><p></p><p>So yeah, to me, and to many many players who <em>felt</em> the same thing and <em>see</em> the same thing, Rogue was <strong><em>never</em></strong> good in 2014, and <strong><em>still</em></strong> weak in 2024. You may feel good and had a great time and the DMs were allowing you to do blah-blah-blah, but the "boring math" and game desiging won't lie. What a class can do can be valued objectively through how much damage they could do and how much things they could achieve, and Skills in 5e is absolutely weak compared to spells, in an out of combats, while Rogue's damage also sucks.</p><p></p><p>Yes, Rogue is weak in 2014.</p><p>I know it might be hard to accept for some players who didn't pay much attention to the numbers, balancing, and "optimizations". I had my great time of playing Rogue too. In a great party, with a appropriate story, sure it could brings us fun, but game designing isn't about "did you had a great time", cuz you might have your fun, but not for many others. Game designing is about balacing without assuming the whole campaign is suitable or not. It's about "how to make players still having fun even if the campaign isn't specifically designed for them".</p></blockquote><p></p>
[QUOTE="Soulknife_Infiltrator, post: 9374352, member: 7040881"] I guess our biggest disagreement lies in the part of "Rogue was good". It is only good for tables without Feats, and only "[I]feels[/I]" good to some players who only care "Oh I throw a lot of dices at a time!" To me, and to so many players who do pay attention to "what's happening in the game" and the "boring math", Rogue was [I]never[/I] good. It [I][B]was [/B][/I]the weakest class in 2014 and still [B][I]is[/I][/B] in 2024. Especially in 2014 where -5/+10 lived, the lack of Extra-Attack basically means a death penalty to a class who can't cast. When you're hiding and trying to get a shot that does a 20+DPR, your Ranger or Fighter or whatever Martial teammates are killing the dragon with 50~60+DPR each, with -5/+10 and advantages from your Casters. I know this is the part where you and some players might start arguing that "[I]B-But Rogues are for Out of Combats![/I]", but com'on, this is a game that [B][I]80%[/I][/B] of the contents are about combats and most official adventures are also stuffed with [I]combats, combats, combats and combats[/I]. Is it really a good idea to design such a class in such a game? No. This is kind of an outdated designing philosophy that doesn't suits the current playstyle and the actual game. Even if we talk about "[I]Out of Combats[/I]", I still see no reason why two more skill proficiencies would suddenly turn Rogue into a "[I]Out of Combats Master[/I]". Two more proficiencies only means you're only better by [I]10~15%[/I] of chance in passing a check than other characters who happened not taking those skills or happened not having the main stats for those skills, which normally you'd be having three teammates. The only differences lies in Expertise, which a Rogue often has to Expertise in [I]Sleight of Hand[/I] and [I]Thieves' Tools[/I] to make themselves useful enough, otherwise you are also not better than other characters who happen the needed stats, and still you'd be having 3~4 teammates normally. Especially Mundane Skill Checks like Perception, Investigation, often could be rolled by all the party members in most adventures. Does the team successfully find something basically has nothing to do with the Rogue since you're not significantly good at these skills and "One Pass, Everyone Passed", rolling a N15 isn't that rare for 4~5 players. I also don't see how could a Rogue could be count as "[I]designed for Out of Combats[/I]" when Bards are there. Hell, Bards can do a better "Out of Combats" with JoAT, Expertise, and Spells, while doing a similar even higher DPR, [I]safely[/I] with a Long Bow at level 6. After all they have the Valor Bard which grants them Extra-Attack while 2014 Rogue have none. I know some may argue again "[I]The Reliable Talent![/I]", yeah, but, how many campaigns really reach level 11? According survery made by DNDBeyond, almost none. So yeah, to me, and to many many players who [I]felt[/I] the same thing and [I]see[/I] the same thing, Rogue was [B][I]never[/I][/B] good in 2014, and [B][I]still[/I][/B] weak in 2024. You may feel good and had a great time and the DMs were allowing you to do blah-blah-blah, but the "boring math" and game desiging won't lie. What a class can do can be valued objectively through how much damage they could do and how much things they could achieve, and Skills in 5e is absolutely weak compared to spells, in an out of combats, while Rogue's damage also sucks. Yes, Rogue is weak in 2014. I know it might be hard to accept for some players who didn't pay much attention to the numbers, balancing, and "optimizations". I had my great time of playing Rogue too. In a great party, with a appropriate story, sure it could brings us fun, but game designing isn't about "did you had a great time", cuz you might have your fun, but not for many others. Game designing is about balacing without assuming the whole campaign is suitable or not. It's about "how to make players still having fun even if the campaign isn't specifically designed for them". [/QUOTE]
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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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