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Rogues: essential class or sacred cow?
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<blockquote data-quote="Kunimatyu" data-source="post: 3589834" data-attributes="member: 22057"><p>Since nobody's said it, I'll point out the the <strong>Grey Mouser</strong> is D&D's rogue ideal.</p><p></p><p>That being said, I don't think the rogue class(especially in its current form) is an important addition to D&D, mechanically. Sneak Attack is ignored by a vast array of critters(including types that get more frequent at the higher levels), and trapfinding - while essential to a 'crawl' game - is an ability that could easliy be given as a feat or skill anyone can take with no repercussions.</p><p></p><p>In a game like mine, where I don't use "gotcha" traps (encounter traps, yes, but those are different beasts), there's really no need for a rogue, and I try to discourage players from playing them - if they want a Fighter with loads of Sneak Attack, they can play a Thug(Unearthed Arcana), or splash a few levels of Rogue with Swashbuckler plus the new Complete Scoundrel feat I can't remember at the moment. If they want a sneaky magical guy, they can play a Warlock or Beguiler.</p><p></p><p>In an "class abilities are feats" system like True20, the Rogue archetype gains a bit more like, because anyone can take Disable Device if they want it, and the appropriate sneaking/hiding feats are available to the Expert class. It's pretty easy to play the stealthy ninja, the cunning criminal mastermind, or the backstabbing thug, all with just the Expert class and the right selection of feats.</p></blockquote><p></p>
[QUOTE="Kunimatyu, post: 3589834, member: 22057"] Since nobody's said it, I'll point out the the [B]Grey Mouser[/B] is D&D's rogue ideal. That being said, I don't think the rogue class(especially in its current form) is an important addition to D&D, mechanically. Sneak Attack is ignored by a vast array of critters(including types that get more frequent at the higher levels), and trapfinding - while essential to a 'crawl' game - is an ability that could easliy be given as a feat or skill anyone can take with no repercussions. In a game like mine, where I don't use "gotcha" traps (encounter traps, yes, but those are different beasts), there's really no need for a rogue, and I try to discourage players from playing them - if they want a Fighter with loads of Sneak Attack, they can play a Thug(Unearthed Arcana), or splash a few levels of Rogue with Swashbuckler plus the new Complete Scoundrel feat I can't remember at the moment. If they want a sneaky magical guy, they can play a Warlock or Beguiler. In an "class abilities are feats" system like True20, the Rogue archetype gains a bit more like, because anyone can take Disable Device if they want it, and the appropriate sneaking/hiding feats are available to the Expert class. It's pretty easy to play the stealthy ninja, the cunning criminal mastermind, or the backstabbing thug, all with just the Expert class and the right selection of feats. [/QUOTE]
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Rogues: essential class or sacred cow?
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