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*Pathfinder & Starfinder
Rogue archetypal characters
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<blockquote data-quote="I'm A Banana" data-source="post: 4073644" data-attributes="member: 2067"><p>Bingo bango bongo, a Beguiler would be perfect.</p><p></p><p>I'm not sure the Rogue will be such a good choice for a Trickster figure in 4e, anymore. The class, as far as it looks now, seems to be about running around and stabbing things. It's a ninja, an assassin, a wily opportunistic dirty fighter, less "street rat," more "scorpion in your boot," less "thief," more "murderer." </p><p></p><p>In fact, I think that might be some of what sticks in my craw about the 4e class design. It's not a major issue, and it might not even be noticable when the game comes out in full, but it's there...</p><p></p><p>The idea is that the class is designed around a <strong>combat</strong> archetype. In fact, almost a minis/wargame/videogame archetype. It definately has existed since 1e, and it definately needs the majority of the game's attention, and has a good place. But D&D was built on tropes from myth, legend, and fantasy stories. That's it's major appeal to me. The combat is important, but it's not the reason I play it. I play it to be like the characters I see in movies and on TV and read about in books and learn about in old stories. That usually involves combat, and I'm happy to see it, but it's not ABOUT combat. </p><p></p><p>It's about being the Long Lost King and discovering my Throne.</p><p></p><p>It's about being the Clever Mundane who manages to survive epic threats.</p><p></p><p>It's about being Saint George and saving the town from the dragon.</p><p></p><p>It's about being the Assassin-for-Hire and reconciling my murder with my morality.</p><p></p><p>It is, also, about being the Adventurer who is interested in treasure and dungeons.</p><p></p><p>4e has been, so far, looking very much to be ABOUT combat. Which is okay, and necessary, but it runs the risk of not giving us clever and usable mechanics for these archetypes OUTSIDE of combat, which, really, is where most of them shine. In storylines and in skill selection and in context in the world, rather than beating things up and taking their stuff. Which is a great and valid archetype, just not the ONLY archetype.</p><p></p><p>4e might be running the risk of being too narrow in this regard.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4073644, member: 2067"] Bingo bango bongo, a Beguiler would be perfect. I'm not sure the Rogue will be such a good choice for a Trickster figure in 4e, anymore. The class, as far as it looks now, seems to be about running around and stabbing things. It's a ninja, an assassin, a wily opportunistic dirty fighter, less "street rat," more "scorpion in your boot," less "thief," more "murderer." In fact, I think that might be some of what sticks in my craw about the 4e class design. It's not a major issue, and it might not even be noticable when the game comes out in full, but it's there... The idea is that the class is designed around a [B]combat[/B] archetype. In fact, almost a minis/wargame/videogame archetype. It definately has existed since 1e, and it definately needs the majority of the game's attention, and has a good place. But D&D was built on tropes from myth, legend, and fantasy stories. That's it's major appeal to me. The combat is important, but it's not the reason I play it. I play it to be like the characters I see in movies and on TV and read about in books and learn about in old stories. That usually involves combat, and I'm happy to see it, but it's not ABOUT combat. It's about being the Long Lost King and discovering my Throne. It's about being the Clever Mundane who manages to survive epic threats. It's about being Saint George and saving the town from the dragon. It's about being the Assassin-for-Hire and reconciling my murder with my morality. It is, also, about being the Adventurer who is interested in treasure and dungeons. 4e has been, so far, looking very much to be ABOUT combat. Which is okay, and necessary, but it runs the risk of not giving us clever and usable mechanics for these archetypes OUTSIDE of combat, which, really, is where most of them shine. In storylines and in skill selection and in context in the world, rather than beating things up and taking their stuff. Which is a great and valid archetype, just not the ONLY archetype. 4e might be running the risk of being too narrow in this regard. [/QUOTE]
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