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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="rmcoen" data-source="post: 9374692" data-attributes="member: 6692404"><p>For starters, not playing or reading published adventures. Running my own homebrew campaigns entirely. (Not even "repurposing" pieces.) So this is partially informed by my own struggles with balancing skill checks - especially lockpicking! - and multiple characters having exceptional skills. There are two Rogues in my campaign, actually, a Rogue (Inquisitive) 6 / Druid 2, and a Battlemaster 3 / Arcane Trickster 5, as well as a Bard. Skill checks that challenge the Warlock and Cleric are generally insignificant to the other three. And it can be <em>any</em> of the other three, as they all have proficiency with lockpicks - heck, the Warlock just picked up thieves' tools last level with the Skilled feat, so 4 out of 5 of my PCs can pop locks! But the Warlock is +4 at the skill while the Rogue is +12 (2pts from specialty picks)... even on a d20, that means either the lock is ignored, or the warlock's proficiency is irrelevant. Most of the time, I just "emphasis roll" to see how long and if any complications came up.</p><p></p><p>Likewise, Traps are either lethal, or a moment's bother. Social skills the bard handles (even though the rogue has expertise in Persuasion!), or the warlock (with <em>disguise self</em> and CHA 20). Wilderness activities the rogue is involved in... because she has druid levels; otherwise the fighter/rogue outclasses her with magic and BM skill manoeuvres. and in combat, well, the Rogue is a sniper; she was shocked last session when she actually took damage in combat for the first time since anyone could remember. [To be more accurate, "took more than 5 pts of damage".]</p></blockquote><p></p>
[QUOTE="rmcoen, post: 9374692, member: 6692404"] For starters, not playing or reading published adventures. Running my own homebrew campaigns entirely. (Not even "repurposing" pieces.) So this is partially informed by my own struggles with balancing skill checks - especially lockpicking! - and multiple characters having exceptional skills. There are two Rogues in my campaign, actually, a Rogue (Inquisitive) 6 / Druid 2, and a Battlemaster 3 / Arcane Trickster 5, as well as a Bard. Skill checks that challenge the Warlock and Cleric are generally insignificant to the other three. And it can be [I]any[/I] of the other three, as they all have proficiency with lockpicks - heck, the Warlock just picked up thieves' tools last level with the Skilled feat, so 4 out of 5 of my PCs can pop locks! But the Warlock is +4 at the skill while the Rogue is +12 (2pts from specialty picks)... even on a d20, that means either the lock is ignored, or the warlock's proficiency is irrelevant. Most of the time, I just "emphasis roll" to see how long and if any complications came up. Likewise, Traps are either lethal, or a moment's bother. Social skills the bard handles (even though the rogue has expertise in Persuasion!), or the warlock (with [I]disguise self[/I] and CHA 20). Wilderness activities the rogue is involved in... because she has druid levels; otherwise the fighter/rogue outclasses her with magic and BM skill manoeuvres. and in combat, well, the Rogue is a sniper; she was shocked last session when she actually took damage in combat for the first time since anyone could remember. [To be more accurate, "took more than 5 pts of damage".] [/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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