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General Tabletop Discussion
*Pathfinder & Starfinder
Rogue Design and Trapfinding: What do you think of these design choices?
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<blockquote data-quote="Volaran" data-source="post: 5408945" data-attributes="member: 592"><p>Not really looking for an argument here, nor to justify my own campaign style or rehash an argument you've had in several other threads.</p><p></p><p>For the record, I am running Kingmaker (presently on Adventure 2 party consisting of a barbarian, an oracle, a cavalier and a ranger), a Pathfinder converted Curse of the Crimson Throne (presently on adventure 6, consisting of a fighter/rogue, a conjurer, an oracle and rogue), and am playing in a Pathfinder converted Legacy of Fire (presently on adventure 2 with a barbarian, a cleric, an alchemist and a transmuter).</p><p></p><p>In the past, I have run a Pathfinder converted Rise of the Runelords game (party consisting of a rogue/wizard multiclass, a barbarian, a paladin, and a sorcerer), and played in a Pathfinder-beta coverted Second Darkness game (party consisting of a monk, a fighter/rogue, a druid (player later left and was replaced by a cleric) and a fighter/wizard/eldritch knight).</p><p></p><p>This is in addition to running or playing in several Iron Kingdoms, Eberron, and homebrew games during the same rough period. So yes, I have a fair amount of experience with the Paizo adventure paths.</p><p></p><p>I have not found that I have had to alter encounters, or plan out special things to do to keep any rogue-players feeling useful or engaged during the adventure paths. Nor did I notice any similar problems when I was a player. With the homebrew games, there was absolutely more tailoring of the sessions to the particular strengths and weaknesses of all of the characters, but that has always been my experience.</p><p></p><p>Now, if you are looking for a continued argument about the rogue as it applies to _my_ campaigns, I have no interest in that, nor in debating who is having badwrongfun. </p><p></p><p>You have stated your issues with the rogue, and your goals to make the class more appealing to your players, or disperse their abilities to allow other classes to take them. As per your comments in other threads, this seems more directed to making the rogue more combat-focused. That is something I am happy to discuss. If you're looking to rehash old arguments, I will suggest now that it is likely fruitless. In those other threads, I saw people getting worked up, but I did not see anyone changing their initial opinions. I don't feel it likely that anything will be changed here.</p></blockquote><p></p>
[QUOTE="Volaran, post: 5408945, member: 592"] Not really looking for an argument here, nor to justify my own campaign style or rehash an argument you've had in several other threads. For the record, I am running Kingmaker (presently on Adventure 2 party consisting of a barbarian, an oracle, a cavalier and a ranger), a Pathfinder converted Curse of the Crimson Throne (presently on adventure 6, consisting of a fighter/rogue, a conjurer, an oracle and rogue), and am playing in a Pathfinder converted Legacy of Fire (presently on adventure 2 with a barbarian, a cleric, an alchemist and a transmuter). In the past, I have run a Pathfinder converted Rise of the Runelords game (party consisting of a rogue/wizard multiclass, a barbarian, a paladin, and a sorcerer), and played in a Pathfinder-beta coverted Second Darkness game (party consisting of a monk, a fighter/rogue, a druid (player later left and was replaced by a cleric) and a fighter/wizard/eldritch knight). This is in addition to running or playing in several Iron Kingdoms, Eberron, and homebrew games during the same rough period. So yes, I have a fair amount of experience with the Paizo adventure paths. I have not found that I have had to alter encounters, or plan out special things to do to keep any rogue-players feeling useful or engaged during the adventure paths. Nor did I notice any similar problems when I was a player. With the homebrew games, there was absolutely more tailoring of the sessions to the particular strengths and weaknesses of all of the characters, but that has always been my experience. Now, if you are looking for a continued argument about the rogue as it applies to _my_ campaigns, I have no interest in that, nor in debating who is having badwrongfun. You have stated your issues with the rogue, and your goals to make the class more appealing to your players, or disperse their abilities to allow other classes to take them. As per your comments in other threads, this seems more directed to making the rogue more combat-focused. That is something I am happy to discuss. If you're looking to rehash old arguments, I will suggest now that it is likely fruitless. In those other threads, I saw people getting worked up, but I did not see anyone changing their initial opinions. I don't feel it likely that anything will be changed here. [/QUOTE]
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Rogue Design and Trapfinding: What do you think of these design choices?
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