Rogues: essential class or sacred cow?

Pickaxe

Explorer
This thread was inspired by conversations with Marnak that also led to this thread: http://www.enworld.org/showthread.php?t=199038.

In case you don't want to read the rest of my lengthy discussion, here are my basic questions. Why do rogues exist as a separate class? Do they represent a beloved archetype of history, myth, or fiction? Are they an iconic character type invented by D&D? Do they fill an essential role in the D&D Party? Finally, does D&D really need rogues as a separate class?

As Marnak's thread mentions, this came from discussions of how to fix the rogue. Some will surely answer that the rogue is just fine, but my issue for this thread is not whether the rogue is powerful, balanced, or weak, but why rogue (or thief) classes exist in the first place. Because one "fix" for the rogue is to abandon the concept as a character class.

Why does any class exist? For this discussion, I'm focusing on the most fundamental D&D classes, such as the core PHB classes, but also any class (or prestige class) that evokes some familiar archetype: I have no idea where the Hulking Hurler came from, but I can relate to the concept of the Knight or the Ninja before I even read the description.

What I'll argue here is that every one of these basic classes is derived from some archetype found in history, mythology, or (pre-D&D) literature (or movies/TV), that these archetypes become ensconced as icons of the game, and they also persist because of their utility in party structure and function during game play. However, not all archetypes translate into classes, just as not all iconic classes are equally effective in game play.

For instance, Aragorn begets the 1e ranger, an outdoorsy fighter subclass with stamina and the ability to use enough magic to do everything Aragorn does in LotR. But, rangers themselves become icons of the game, and D&D even produces its own iconic ranger, Driz'zt. So, later editions ensure that players who choose to be rangers can emulate Driz'zt without penalty: in 3.5, TWF needs one less feat to work, and rangers can get it for free; or they can be the "other" iconic ranger-- the bow-hunter.

The key step here is the iconic status of the class. Once we have established 1e rangers, we need 2e rangers, and 3e rangers, and they all need to have sufficient power and utility in game, as well as all the nifty powers (e.g., the spells that many folks think are extraneous) that they had in 1e. If rangers are weak, we don't say, "Oh well, let's just ditch/ignore the ranger." Instead, we call for "fixes" and develop 172 alt.rangers.

So let's turn to the rogue/thief. What is the archetype of the rogue? Unlike the ranger, but like the fighter, wizard, and cleric, the rogue comes from a much more general and widespread archetype. The cunning thief. The sneak. The spy. The light-armored scout. The trickster hero. Bilbo Baggins. In D&D, the rogue is characterized by agility rather than strength, but I think the real archetype is characterized more by the classic "brains over brawn." In some ways, the rogue archetype is an "everyman" archetype. Most of us don't relate to a figure like Hercules, nor do we think of ourselves as harnessing magic or invoking our gods' wrath, but we can relate to poor Bilbo trying to think his way out of a jam, or even to Odysseus coming up with a clever ruse to defeat the cyclops.

One problem with this is that those kinds of activities, in D&D, are really about roleplaying, not about class abilities. So how do you translate this archetype into a game that models most challenges with numbers and dice rolls? Well, you give the class some unique abilities (find/remove traps, climb walls, pick locks, etc.) that are handy, and give them "backstabbing" as a reflection of their ambush ability.

But was that the only solution? In fact, this archetype is really one that other classes could address. Odysseus may have used his brain, but he was a great warrior, and an Odysseus-like character could come from the fighter class. Rangers have every reason to be stealthy and adept at attacking from ambush. And Conan was considered to be a thief-- because he stole stuff, which even a barbarian can do! Sure, thievery involves other things: picking pockets, among others. But are thieving abilities something that should be specific to a class, or should they be available as feats or skills? In other words, did we really need the thief *class* in D&D?

Of course, once the thief made it into 0E, it soon was iconic and destined for all subsequent editions. And in the course of those transitions, the iconic abilities became more important than the archetype. A 3e rogue's ticket into a party is often trapfinding and Disable Device, but most rogue builds that I see on these boards center around the rogue's one combat specialty: sneak attack. (Interestingly, this extends beyond D&D. Rogues exist in MMORPGs like World of Warcraft, and their main abilities center on causing large amounts of damage from ambush. Oh, they can open locked boxes, too.)

Even the role of the rogue is odd compared to that of other characters. The thief or rogue is usually considered to hold one of the four "primal" party roles: tank, arcanist, healer, and sneaky trap-finder/scout. Yet, the rogue's roles are either expendable, replaceable, suboptimal, or less synergistic with other party members. Other classes can spot and sneak. A scout needs to go in advance of the rest of the party, which is not ideal for the low-AC, low-hp rogue. The one unique, important ability that they have, trap-finding, generally gets used when there is no combat, leaving them only to hope for a sneak attack opportunity when combat does arrive. All in all, the rogue often doesn't bring enough to the party that it's out of the question to swap the rogue for another front-line fighter or an extra healer.

So, what would I do if I were redesigning the game? How about drop the rogue? Make trapfinding something anyone can do with search, or give it to rangers. Give rangers sneak attack, or ditch sneak attack entirely. (Who would miss it?) Make more options (e.g., along the lines of the Combat Expertise tree) for players to develop "brains over brawn" characters. Make "thievery" a set of feats and/or uses of skills, so you can still have all those roguey NPCs.

Thoughts?

--Axe
 

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See, and I would be fine if the role of cleric were reduced to feat chains and split among classes.

Bringing along a sneaky dude on quests makes a bit of sense; they're the sort of people you imagine getting into trouble, and D&D is all about trouble. It's the "off we go to the depths of the dangerous unknown tunnels; let's bring along a member of the clergy" that loses me.

But anybody can be religious and/or have the favor of the gods.
 

Rogue is an essential class!

Trapfinding is a sacred cow.

They should get a trial separation, ending in divorce. (Rogue should get the house, Trapfinding should get the boot.)

Cheers, -- N
 

In short:

Pickaxe said:
Why do rogues exist as a separate class?

Because of the nature of the class system and D&D's reliance on "niche protection".

Do they represent a beloved archetype of history, myth, or fiction? Are they an iconic character type invented by D&D?

A bit of each.

Do they fill an essential role in the D&D Party?

In most D&D groups (and I would argue that this includes the "archetypal" style of D&D play, although I really have no special authority upon which to make such a distinction), definitely yes.

Finally, does D&D really need rogues as a separate class?

D&D as a genre-whole does not. However each edition of D&D up to 3.5 arguably does, IMHO.

I think you're mostly correct in your reading of the archetype. However, one thing you need to look at is the comparison between the Rogue's skills and those of any other class. This becomes even more distinct pre-2e, when the Thief could do things no-one else could do (and hear things no-one else could hear...). I think that backstabbing / Sneak Attack is too much of a focus when it comes to Rogues / Thieves. Not needlessly so, given the combat focus of D&D, but it still is, IMHO. The problem is that playing a character with little or nothing to add to combat is boring for most players (regardless of how much else they may bring to the table). The other end of this problem is that it is largely uninteresting for most players to watch the Rogue's player make rolls to open a lock, disarm a trap, or scout ahead of the main party. However, in traditional D&D (IMHO) these things are of major importance in nearly every dungeon the party might go into. Now, you could easily fold these abilities into other classes. For example I have often thought it rather strange that the Fighter, which I would expect to be a bit of an action-hero, not only has the worst skills, but that stealth skills and the like are left completely off of their class skill list. From this I would peg an "Action Hero" class as very near to the Rogue as written (except that hit dice are d20s and bonus damage dice are gained by reciting catch-phrases instead of flanking...).
 

Pickaxe said:
Why do rogues exist as a separate class? Do they represent a beloved archetype of history, myth, or fiction? Are they an iconic character type invented by D&D? Do they fill an essential role in the D&D Party? Finally, does D&D really need rogues as a separate class?

Rogues are a separate class because they need to be. Fighters, cleric, and Wizards are not rogues or even close. So giving the rogue abilities to one of the other classes just will alter that class.

I'm not sure if they are beloved but they are found in history, myth, and fiction.

Iconic: Yes; Invented by D&D: no

Essential: yes, assuming one is running D&D dungeon crawls

Separate from what? You keep saying this as if one other class is already doing what the rogue does. Yes, it needs to be its own class.
 

Crothian said:
Rogues are a separate class because they need to be. Fighters, cleric, and Wizards are not rogues or even close. So giving the rogue abilities to one of the other classes just will alter that class.

That would depend on the abilities, no? For instance, fighters can climb, an ability that was exclusive to thieves in 1e.

Crothian said:
I'm not sure if they are beloved but they are found in history, myth, and fiction.

Actually, examples of precisely this would be helpful. I suspect my list of archetypes is inadequate, but I couldn't think of a pre-D&D character of a stature sufficient to become the "thief" of D&D.

Crothian said:
Iconic: Yes; Invented by D&D: no

Examples of archetypes that preceded that D&D version would make this point.

Crothian said:
Essential: yes, assuming one is running D&D dungeon crawls

But is that simply due to "niche protection" as another poster put it?

Crothian said:
Separate from what? You keep saying this as if one other class is already doing what the rogue does. Yes, it needs to be its own class.

There are certain things in D&D that are class-specific; there are others that are not (although they may be easier for one class to do than another). Several classes can Spot well; only one has Wildshape. You say rogues need to be their own class because other classes can't do what they do. I'm asking, What if we got rid of rogues and either a) let other classes do what rogues do (e.g., universal trapfinding) or b) eliminated the ability altogether (e.g., sneak attack)?

We'd still have all the necessary rogue abilities in the game, but would we still miss having the rogue class? Would we demand a class that matches some roguish archetype? Or would we just play fighters and rangers and bards that have a roguish flair?

Let me put it another way. In 1e, assassins were a separate class; in 2e (as I recall), an assassin was just, say, a fighter who was good at assassinating people. Were players bothered by the elimination of a class? How would we feel if the same thing happened to the rogue? If 4e dumped the rogue, would any outrage be able to refute the claim that rogues are just sacred cows?

I'm not actually out to get rogues, but this is a game design concept that I was interested in exploring.

--Axe
 
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Pickaxe said:
Let me put it another way. In 1e, assassins were a separate class; in 2e (as I recall), an assassin was just, say, a fighter who was good at assassinating people. Were players bothered by the elimination of a class?
From my personal experience: yes. There was a lot of outcry at the removal of the Assassin. However, given that the Assassin was an Evil class that many felt did not make a good PC, there where just as many who where rather relieved to see it go.

What you're suggesting with regards to Rogue abilities seems almost like Gestalting every character with Rogue. I think it's a great idea, personally, but it's not exactly getting rid of the Rogue, just spreading it around...

The hardest thing to do when coming up with non-D&D Rogue archetypes is to ignore backstab / Sneak Attack. In most other media (ie - non-RPG) these things are pretty much universal. Here's a short list I can come up with off the top of my head:

Batman
The Dirty Dozen
The protagonist in any given heist movie
Robin Hood
Han Solo

They're all somewhat questionable, but then that's true of any class. Unless you're playing D&D you don't need classes, and therefore characters aren't going to fit neatly into those pigeonholes (at least IMHO).

EDIT: I think the "everyone's a Rogue, so we don't need no Rogues!" thing is what you're going for, and yeah it could work. I think there would be complaints, but there will be complaints with any significant change to the system (and many insignificant ones). If that's what you want, go for it. You could easily do the same thing with any other class, as well... A fiend of mine has actually seriously discussed such "enforced-Gestalt" games, specifically with all ~Monks and/or all ~Bo9S Classes...
 
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If any of the 4 core classes can be dispensed with, I would say that it is the rogue. If another class had trapfinding, say bards, there would be no real reason to play a rogue at all. Sneak attack is fun, but, gets nerfed so badly by so many different encounters that are immune to it.

Personally, I think I could live without trapfinding as a requisite for finding DC+20 traps. If your fighter spends the ranks in search, let him find the traps. ((Ok, fighter is a bad example, but you get the point.))
 

Hussar said:
((Ok, fighter is a bad example, but you get the point.))
I love playing Rogues, so I'm hardly an unbiased opinion. And, honestly, I'm much less likely to play a single-classed Rogue in 3.x

But, if Fighter is a bad example, then isn't every other class too? Even Rogues hardly get enough skill points. In your typical* four-PC party you have about 24 skill points per level to cover 45 possible skill choices... (And, yes, I've played a Martial Rogue just so I could take Open-Minded as every one of my non-bonus feats.**)

*...supposedly... But I won't start that argument again... much... :p
**I've also played a Dwarven Fighter with 8 instances of Toughness at 8th level, so maybe this isn't really saying much... :heh:
 

Warriors of all stripes already make fine trapfinders...


"OK, guys, lets go thatawAAAAAAAAAAAAGH!"

silence

"I'm OK...just don't do what I just did."

Really, ANY class could be dispensed with in the D20 system. Just have one class, make every class ability some kind of feat, and give out more feats per level.

Combat ability? Default for a PC is the poor BAB, medium requires a Feat, good requires a Feat and the medium Feat is a prereq.

Arcane Spellcasting? Default is zero spells. Half-casters requires a Feat, full requires a Feat and the Half-Caster feat is a prereq.

For added sophistication, some of the Feats could have a "cascade" built into them, so that the abilities they provide improve with PC advancement.
 
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