Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Most versatile single class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kelleris" data-source="post: 1716811" data-attributes="member: 19130"><p>I think I'll cast a sorta-vote for the rogue (though I'd play a bard if I had my druthers). One thing that doesn't seem to enter into people's calculations makes the rogue viable, to my mind; balanced encounters.</p><p></p><p>All the stuff about rogues is true <em>in a full-sized party</em>. However, if the DM is making balanced encounters for just you, that means that you knock off 4 CRs before anything else is taken into consideration. That means that the toughest single opponent that you can reasonably expect to face (the equivalent of a Cr 12 encounter for 4 12th-level characters) is 4 levels below you.</p><p></p><p>Given the geometric rate of increase of virtually every important modifier in D&D, a lone character has some huge advantages that don't materialize for standard-level parties. A wizard with four levels on his opponent can consider finishing him off in melee as a viable option, simply because he's got those four bonus HD that a wizard in a larger group doesn't have the luxury of.</p><p></p><p>Now, everyone has this going for them; cross-class skills are actually useful, you can melee a greater percentage of enemies than usual for a large party, the odds of the huge bruiser who can drop you with a crit showing up are very low, and so forth. I think the rogue gets the best out of this deal, though, meaning that as a solo character his niche gains more inflation from the D&D system than any others.</p><p></p><p>For one thing, the rogue's primary weaknesses are not issues of power <em>per se</em>, they're problems with the results of a failed roll. Rogues do huge amounts of damage... unless they miss with their SA. They rarely if ever take any reflex-type or trap damage... unless they blow the roll. They have pretty good defenses (high Dex, half-way decent armor, usually surprise)... but an enemy blows through their hit points if they do hit. In a game where the enemies are 4 CRs below what you're used to, this chance for catastrophic failure (very concentrated in the rogue's MO) plummets. Those four levels mean that you will almost always make your Hide/Move Silently chacks, almost always save vs. attacks, almost always find the traps, etc. Perhaps most importantly, an extra 2 or 3 SA dice means that your first attack stands a vastly better chance of felling a foe than in any normal game. In a solo game, instead of having to try to drop an ogre in one SA, you'll be knifing kobolds instead. Invest in some poisons and wands using your vast-for-the-challenges wealth, and you can cover almost any circumstance.</p><p></p><p>Something also needs to be said about skills, too, the glaring weakness of the cleric and (to a lesser extent) the druid. It is in the nature of a skill check, moreso than any other, that no training means no chance. Sometimes a UMD check or a successful bout of Diplomacy are the <em>only way</em> to progress, something that never happens when you deal with combat situations, where everyone in D&D has some skill.</p></blockquote><p></p>
[QUOTE="Kelleris, post: 1716811, member: 19130"] I think I'll cast a sorta-vote for the rogue (though I'd play a bard if I had my druthers). One thing that doesn't seem to enter into people's calculations makes the rogue viable, to my mind; balanced encounters. All the stuff about rogues is true [I]in a full-sized party[/I]. However, if the DM is making balanced encounters for just you, that means that you knock off 4 CRs before anything else is taken into consideration. That means that the toughest single opponent that you can reasonably expect to face (the equivalent of a Cr 12 encounter for 4 12th-level characters) is 4 levels below you. Given the geometric rate of increase of virtually every important modifier in D&D, a lone character has some huge advantages that don't materialize for standard-level parties. A wizard with four levels on his opponent can consider finishing him off in melee as a viable option, simply because he's got those four bonus HD that a wizard in a larger group doesn't have the luxury of. Now, everyone has this going for them; cross-class skills are actually useful, you can melee a greater percentage of enemies than usual for a large party, the odds of the huge bruiser who can drop you with a crit showing up are very low, and so forth. I think the rogue gets the best out of this deal, though, meaning that as a solo character his niche gains more inflation from the D&D system than any others. For one thing, the rogue's primary weaknesses are not issues of power [I]per se[/I], they're problems with the results of a failed roll. Rogues do huge amounts of damage... unless they miss with their SA. They rarely if ever take any reflex-type or trap damage... unless they blow the roll. They have pretty good defenses (high Dex, half-way decent armor, usually surprise)... but an enemy blows through their hit points if they do hit. In a game where the enemies are 4 CRs below what you're used to, this chance for catastrophic failure (very concentrated in the rogue's MO) plummets. Those four levels mean that you will almost always make your Hide/Move Silently chacks, almost always save vs. attacks, almost always find the traps, etc. Perhaps most importantly, an extra 2 or 3 SA dice means that your first attack stands a vastly better chance of felling a foe than in any normal game. In a solo game, instead of having to try to drop an ogre in one SA, you'll be knifing kobolds instead. Invest in some poisons and wands using your vast-for-the-challenges wealth, and you can cover almost any circumstance. Something also needs to be said about skills, too, the glaring weakness of the cleric and (to a lesser extent) the druid. It is in the nature of a skill check, moreso than any other, that no training means no chance. Sometimes a UMD check or a successful bout of Diplomacy are the [I]only way[/I] to progress, something that never happens when you deal with combat situations, where everyone in D&D has some skill. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Most versatile single class
Top