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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="Maidhc O Casain" data-source="post: 5409869" data-attributes="member: 29558"><p>Nope.</p><p></p><p>I'm running Legacy of Fire using PF ruleset. One of my players is a half-orc Rogue, single class. The party is level four and he has no desire to multi-class. Not only is he a straight-up Rogue, he doesn't even do lethal damage! He refuses, using only a sap for combat and strictly avoiding killing. And he's told me it's his second favorite character, because he loves the flavor.</p><p></p><p>While we like a good fight - and he likes those fights as well - it's the role play that's the focus of this group. AND, in the last encounter they had (a straight up, not modified by the GM Paizo written encounter) the Rogue was king of the dungeon. He was flipping and tumbling all over the place, flanking and sneak attacking with his little sap, and finally getting in the last, telling blow that knocked the thing out.</p><p></p><p>Later the group discovered that while killing the foe would have earned them XP for a CR5 fight, keeping him alive and returning him to their employer earned them CR6 XP. Again, straight-up Paizo writing.</p><p></p><p>My experience with Paizo adventures has been that while they're chock-full of tough fights there's plenty of out of combat stuff to do as well. And that approaching every encounter like it has to be a fight will cost you. Surely you can finish the adventure this way - and enjoy it if that's what your group is into - but many of their encounters are set up to gain allies, treasure, or extra experience if you <em>don't</em> kill everything in sight that doesn't belong to the party. This has held true across PFS Scenarios and APs alike. Could groups do these adventures without a Rogue? Certainly. The group I'm running through Serpent's Skull is comprised of Gestalt characters - so effectively 8 character classes - and not a rogue in the bunch. They'll do fine.</p><p></p><p>IMO, folks who love the Rogue (like me and many others I know personally) love the flavor. If your group doesn't like 'em, don't play 'em! If you want to play 'em but they don't fit with your particular combat oriented style, change 'em up! <strong><em>Looks to me like you've done a good job of it here . . . I like the changes you presented in the OP, and it looks like they'd go a ways to make the class more tenable for</em> your group.</strong></p><p></p><p>But please recognize that just because a class doesn't work for <em>your group</em> doesn't mean it's broken. Nor does it mean it doesn't do what it was designed to do, nor that it's not fun for others to play.</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5409869, member: 29558"] Nope. I'm running Legacy of Fire using PF ruleset. One of my players is a half-orc Rogue, single class. The party is level four and he has no desire to multi-class. Not only is he a straight-up Rogue, he doesn't even do lethal damage! He refuses, using only a sap for combat and strictly avoiding killing. And he's told me it's his second favorite character, because he loves the flavor. While we like a good fight - and he likes those fights as well - it's the role play that's the focus of this group. AND, in the last encounter they had (a straight up, not modified by the GM Paizo written encounter) the Rogue was king of the dungeon. He was flipping and tumbling all over the place, flanking and sneak attacking with his little sap, and finally getting in the last, telling blow that knocked the thing out. Later the group discovered that while killing the foe would have earned them XP for a CR5 fight, keeping him alive and returning him to their employer earned them CR6 XP. Again, straight-up Paizo writing. My experience with Paizo adventures has been that while they're chock-full of tough fights there's plenty of out of combat stuff to do as well. And that approaching every encounter like it has to be a fight will cost you. Surely you can finish the adventure this way - and enjoy it if that's what your group is into - but many of their encounters are set up to gain allies, treasure, or extra experience if you [I]don't[/I] kill everything in sight that doesn't belong to the party. This has held true across PFS Scenarios and APs alike. Could groups do these adventures without a Rogue? Certainly. The group I'm running through Serpent's Skull is comprised of Gestalt characters - so effectively 8 character classes - and not a rogue in the bunch. They'll do fine. IMO, folks who love the Rogue (like me and many others I know personally) love the flavor. If your group doesn't like 'em, don't play 'em! If you want to play 'em but they don't fit with your particular combat oriented style, change 'em up! [B][I]Looks to me like you've done a good job of it here . . . I like the changes you presented in the OP, and it looks like they'd go a ways to make the class more tenable for[/I] your group.[/B] But please recognize that just because a class doesn't work for [I]your group[/I] doesn't mean it's broken. Nor does it mean it doesn't do what it was designed to do, nor that it's not fun for others to play. [/QUOTE]
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