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Rogues: essential class or sacred cow?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3590205" data-attributes="member: 20805"><p>IME the problem with Rogues is the same as the problem with Bards and Druids... basically every published module focuses on hack and slash with a couple traps thown in as an afterthought, so when running the game its difficult to mesh the meticulous nature of the Rogue trap-defeating with the kill happy barbarian.</p><p></p><p> I enjoy playing a Rogue, and enjoy running them. There are a couple HR's that make the mechanics a little easier to swallow {Sean Reynolds 'avoiding absoulutes' to open up Open Locks to other characters, trap-sense working as a Take 10 while moving cautiosly, etc..} and try to set up trap encounters that can involve the entire party instead of focusing 15 minutes of game play on one character.</p><p></p><p> I don't think the Rogue needs to be changed, just a tweak to the rules supporting them and more work on the DM's side of the table.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3590205, member: 20805"] IME the problem with Rogues is the same as the problem with Bards and Druids... basically every published module focuses on hack and slash with a couple traps thown in as an afterthought, so when running the game its difficult to mesh the meticulous nature of the Rogue trap-defeating with the kill happy barbarian. I enjoy playing a Rogue, and enjoy running them. There are a couple HR's that make the mechanics a little easier to swallow {Sean Reynolds 'avoiding absoulutes' to open up Open Locks to other characters, trap-sense working as a Take 10 while moving cautiosly, etc..} and try to set up trap encounters that can involve the entire party instead of focusing 15 minutes of game play on one character. I don't think the Rogue needs to be changed, just a tweak to the rules supporting them and more work on the DM's side of the table. [/QUOTE]
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Rogues: essential class or sacred cow?
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