Hussar
Legend
Reynard said:There's another option, which is to contribute in ways that aren't necessarily related to dealing damage. In 3.x, for example, a rogue can help flank, aid another, use his more capable movement (via tumble) to help control the battlefield, and otherwise engage in tactical play that helps the entire group be successful.
Hrm, if I wanted to give someone else a +2 bonus to hit ('cos flanking with my d4 damage isn't doing me anything) I'd play a bard. Have you ever seen Aid Another used in combat? I sure haven't. With my leather armor and d6 hp's, standing in a position to make battlefield control matter means that I'm going to get smacked around lots and, even better, I cannot hurt it back.
Those aren't exactly great options. Give someone else a +2 bonus to hit, give someone else a +2 AC bonus or stand somewhere to be a punching bag. I can't imagine why anyone would think those options are not barrels of fun.

As I said before, an adventure that is designed with nothing but undead or constructs or whatever is a poorly designed adventure. Versimilitude or not, the game is built in such a way that the rogue, for example, is supposed to have opportunity to use his sneak attack a good portion of the time. But this isn't to say there are some instances in which the rogue might not be able to -- and it is during those instances that it is up to the player to continue to be a valuable asset to the group by contributing (or even staying the hell out of the way, so as not to get smashed so he can be valuable later on).
There is no reason, particularly in 3E with its myriad of tactical choices, for any character to "sit on his thumbs" in any given encounter if the player really wants to get involved. There's smart decisions, there's good tactics, but there's still plenty of opportunity for even the wizard who has cast his last magic missile to contribute. D&D is team based, not "group of individuals" based, and players that can't assume a support role in certain situations are doing their team a disservice.
Hrm, adventuring in a thousand year old tomb is poor adventure design? News to me. Different strokes I guess.
You've yet to give an example of the player getting involved in a way that actually lets him do anything. All you've given examples of are the player doing things that at best help someone else do something.
See, the problem here isn't that the rogue is too powerful. After all, we let the rogue sneak attack 75% of the monsters out there and it doesn't seem to hurt the game. My question is, why is changing that number from 75% to 100% a bad thing? Why is it a good thing for the game for a character to only be fun to play 3/4 of the time? If the cleric cannot turn something, he's still got umpteen options for directly influencing the encounter. The rogue doesn't. At best he can indirectly have any effect by giving someone else a bonus. Why is it so bad to let him have a direct effect all the time?