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Rogue Design goals . L&L May 7th
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<blockquote data-quote="infax" data-source="post: 5903587" data-attributes="member: 12784"><p>I certainly agree that any of the example tactics I presented previously depend on a number of factors. Among them, I assumed the rogue was in a position to be a skirmisher. If he has a team contributing to the overall combat it certainly helps. If the GM has a interest in letting the rogue play his part it helps too.</p><p></p><p>If enemies are better archers than the rogue and do not have to move away from a wall, the rogue may go away, wait until later, approach, deliver a surprise volley and sneak away again, slowly killing his unmoving targets. Or not. I guess trading tactics and counter-tactics only go so far on an internet forum. I will suggest that we agree that most simplistic tactics can be worked around with sufficient thought and a group (players and GM) willing to make things work. If you disagree, I'm willing to keep debating.</p><p></p><p>I may be biased in that I have, mostly, played with reasonable GMs and reasonable groups with an interest in having everyone having fun. The game world is supposed to be consistent, but if a standard tactic requiring little or no thought makes a class ability useless, the group brainstormed to find an alternative either to the tactic or to the class ability.</p><p></p><p></p><p></p><p>On that, I agree. I am not stating - not at all, really - that 2e rogue was a better class than 3e or 4e rogue. It was very much worse for what I want out of an RPG. What I am stating is that Sneak Attack was not a good alternative. It was too reliant and model the sneaky assassin very well. Maybe it modeled the acrobatic fighter, but that was not how I was used to thinking about the "Thief" and the Rogue came as a replaced of the Thief.</p><p></p><p>FWIW, I seem to remember AD&D 2e backstab was a multiplier to the thief's damage. It was x2 at first level and rose at some rate that I can't recall up to x10 at high levels (20th level?).</p></blockquote><p></p>
[QUOTE="infax, post: 5903587, member: 12784"] I certainly agree that any of the example tactics I presented previously depend on a number of factors. Among them, I assumed the rogue was in a position to be a skirmisher. If he has a team contributing to the overall combat it certainly helps. If the GM has a interest in letting the rogue play his part it helps too. If enemies are better archers than the rogue and do not have to move away from a wall, the rogue may go away, wait until later, approach, deliver a surprise volley and sneak away again, slowly killing his unmoving targets. Or not. I guess trading tactics and counter-tactics only go so far on an internet forum. I will suggest that we agree that most simplistic tactics can be worked around with sufficient thought and a group (players and GM) willing to make things work. If you disagree, I'm willing to keep debating. I may be biased in that I have, mostly, played with reasonable GMs and reasonable groups with an interest in having everyone having fun. The game world is supposed to be consistent, but if a standard tactic requiring little or no thought makes a class ability useless, the group brainstormed to find an alternative either to the tactic or to the class ability. On that, I agree. I am not stating - not at all, really - that 2e rogue was a better class than 3e or 4e rogue. It was very much worse for what I want out of an RPG. What I am stating is that Sneak Attack was not a good alternative. It was too reliant and model the sneaky assassin very well. Maybe it modeled the acrobatic fighter, but that was not how I was used to thinking about the "Thief" and the Rogue came as a replaced of the Thief. FWIW, I seem to remember AD&D 2e backstab was a multiplier to the thief's damage. It was x2 at first level and rose at some rate that I can't recall up to x10 at high levels (20th level?). [/QUOTE]
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