I don't think this was really touched on, but one of the Rogue's best talents is AVOIDING danger.
The fighter has to rush the bugbear guarding the door. The rogue distracts it with a thrown pebble and sneaks past it.
The fighter has to time a jump through a pendulum trap he triggered. The rogue finds it before it goes off and nimbly jams or breaks the mechanism to get past it.
The fighter wants the treasure the guards are protecting, he's got to fight them. The rogue fast-talks the guards into loading the treasure into his wagon and if he's really good, the guards give the rogue their personal treasure as well to invest in his "sure thing" that'll "have a huge return on their investment."
The fighter leads an army into the fray, using his knowledge of warfare to bring his forces to bear as he seeks out the enemy commander to face in single combat. The rogue? He slipped into the camp last night under cover of darkness, killed the general in his sleep and took the concubines home with him.
The fighter's great when facing opponents who want your blood. The rogue has a few tricks up his sleeve to deal with foes, but his talents really rely on getting by without inciting trouble.
The Rogue has a dozen tools in his toolbox, hammer included. The hammer isn't as big as the fighter's hammer, but when forced, he should be able to hit the nail. When asked the question how do we get past the guards, the rogue should have a several answers spring to mind (poison their food, fast talk, sneak past them, etc). Fighting the guards should be the fall back position after the other tools have failed.
In these two posts rogues poison guards' foods, go on solo assassination missions, etc. And others have mentioned examples, too, of roguish trickery.
If this is going to work, D&Dnext is going to need better scene-resolution mechanics than D&D has had in any edition prior to 4e. AD&D, for example, is simply not set up to smoothly adjudicate a poisoning of food. What dice to I roll? What do my friends (both the PCs in the party and the real people at the table) do in the meantime? Contrast this to combat, with its smooth rules: we all roll initiative, declare actions, make attacks etc.
I'm not at all saying that scene-resolution is impossible. But skill challenges seem very unpopular for whatever reason, and even the less abstract rules in Burning Wheel (skill checks against objective DCs governed by Let It Ride plus very generous - by D&D standards - assistance and augmentation rules) I think would be highly suspect for many D&D players.
Personally, if we get an edition of D&D that is both (i) popular among classic D&Ders and 3E/PFers, and (ii) makes it as likely that a typical group will have the rogue poison the guards' food as just engage them in combat, I'll eat my hat!
you also have 4e, which is widely considered to be the edition most hostile to doing anything other than combat
Yet the only edition that actually has smooth mechanics - if nevertheless widely disliked - for adjudicating the poisoning attempt against the guards.
There are structural reasons why combat takes up so much time. Its often intricate in a way that non combat events are not. It requires multiple die rolls per player, multiple decisions per player, and significant feedback between players and DM, as well as between individual players.
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if you design a game where combat takes up no more game time than any other aspect of the game at which a character might specialize, well, THAT will be the true difference between 5e and every other edition. I wonder how that will be received.
QFT.
Of course non-combat can be made as mechanically "weighty" in play as combat. Plenty of RPGs do it. But the closest approximation to this in D&D - namely, 4e's skill challenges - have been said to be "dying in a fire".
I simply
cannot believe that we are going to get an edition of D&D in which it is as likely that a party with a rogue will poison the guards' food, as opposed to simply attack them all. (Perhaps from surprise, with the rogue playing some lead role in setting up the surprise attack.)