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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="Neonchameleon" data-source="post: 9375812" data-attributes="member: 87792"><p>You're blaming the wrong edition here. In 2e the Rogue had skill exclusivity. They had their Move Silently, Climb Walls, and Hide In Shadows when other classes did not.</p><p></p><p>Fast forward to 3.0 and all these skills became generic skills. And rather than having 8 rogue skills and some NWPs the Rogue got 8+Int mod skill points per level while the fighter and the wizard got 2+Int modifier skill points. The rogue was the best at skills (as they are in both 4e and 5e) but we're not really a skill monkey; due to the absurd number of 3.x skills the rogue is in practice a better skill monkey than in 3.x</p><p></p><p>In 3.x the rogue had more skills but other than trap finding didn't have better skills than anyone else before level 10 (and that only if they took an optional level 10 ability). Their main thing was combat style exclusivity of Sneak Attack. But the thing is that the 3.x rogue did not, in reality, work reliably. Finesse weapons needed a feat to use with Dex. Sneak Attack wasn't reliable - and couldn't be used on undead or constructs at all.</p><p></p><p>4e simply took the 3.x rogue and made it actually work reliably without a high amount of system mastery and jumping through hoops; a skirmishy skill heavy warrior using finesse weapons and dexterity. And 5e took most of those lessons and put them on a less fiddly and tricky chassis that looked like the 3.x one but wasn't so likely to fail. This wasn't splitting it off from the fighter - it was doing what 90% of people were already doing with the rogue.</p><p></p><p>Meanwhile basically no one wants back the TSR era thief whose big thing was skill access exclusivity.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9375812, member: 87792"] You're blaming the wrong edition here. In 2e the Rogue had skill exclusivity. They had their Move Silently, Climb Walls, and Hide In Shadows when other classes did not. Fast forward to 3.0 and all these skills became generic skills. And rather than having 8 rogue skills and some NWPs the Rogue got 8+Int mod skill points per level while the fighter and the wizard got 2+Int modifier skill points. The rogue was the best at skills (as they are in both 4e and 5e) but we're not really a skill monkey; due to the absurd number of 3.x skills the rogue is in practice a better skill monkey than in 3.x In 3.x the rogue had more skills but other than trap finding didn't have better skills than anyone else before level 10 (and that only if they took an optional level 10 ability). Their main thing was combat style exclusivity of Sneak Attack. But the thing is that the 3.x rogue did not, in reality, work reliably. Finesse weapons needed a feat to use with Dex. Sneak Attack wasn't reliable - and couldn't be used on undead or constructs at all. 4e simply took the 3.x rogue and made it actually work reliably without a high amount of system mastery and jumping through hoops; a skirmishy skill heavy warrior using finesse weapons and dexterity. And 5e took most of those lessons and put them on a less fiddly and tricky chassis that looked like the 3.x one but wasn't so likely to fail. This wasn't splitting it off from the fighter - it was doing what 90% of people were already doing with the rogue. Meanwhile basically no one wants back the TSR era thief whose big thing was skill access exclusivity. [/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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