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Rogues: essential class or sacred cow?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3591535" data-attributes="member: 20805"><p>The answer is 'yes'... regardless of which class you are talking about.</p><p>I have an alt-Paladin built through skills and feats... it needs a bit of work and would do better with talent trees, and now that I have the 'Complete Champion' I need to rework it to integrate those concepts... but..</p><p></p><p> Really all you need to mechanically represent any character concept is three base classes; 'Me Bash', 'Me Think', 'Me Spell' and a balanced set of feats and talent trees, and allow liberal multi-classing.</p><p></p><p> But.. that doesn't sell 'Complete X' books and it becomes to easy to introduce off-kilter material. The current system allows much of the flexiblity while minimizing the time/effort needed to ensure the GM can predict what level of encounter is appropriate.</p><p></p><p> If you walk in with a 5th level Rogue I have a good idea of what your characters abilities are.</p><p> If you walk in with a 5th level 'Me Think' with the 'cunning tactician', 'rapid strike', and 'arcane touch' talent trees and a list of 3rd party feats... I have to look over your character carefully to determine its power level.</p><p></p><p></p><p> As to Rogues in fiction, they are all over the place.. but you have to remember that authors tend to liberally multi-class. Almost every 'Rogue' would be stated out with at least one other class, Grey Mouser for instance was an apprentice Wizard.</p><p>The only 'pure' Rogue that comes to mind in literature is Golum... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Classes are a hacky way to represent character concepts without having to spend hours working on a character. New players can walk in and plop into a character relatively easily, and older players can tweak and twist to show the potential variants within the class. Not a perfect system, but it works well enough for me.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3591535, member: 20805"] The answer is 'yes'... regardless of which class you are talking about. I have an alt-Paladin built through skills and feats... it needs a bit of work and would do better with talent trees, and now that I have the 'Complete Champion' I need to rework it to integrate those concepts... but.. Really all you need to mechanically represent any character concept is three base classes; 'Me Bash', 'Me Think', 'Me Spell' and a balanced set of feats and talent trees, and allow liberal multi-classing. But.. that doesn't sell 'Complete X' books and it becomes to easy to introduce off-kilter material. The current system allows much of the flexiblity while minimizing the time/effort needed to ensure the GM can predict what level of encounter is appropriate. If you walk in with a 5th level Rogue I have a good idea of what your characters abilities are. If you walk in with a 5th level 'Me Think' with the 'cunning tactician', 'rapid strike', and 'arcane touch' talent trees and a list of 3rd party feats... I have to look over your character carefully to determine its power level. As to Rogues in fiction, they are all over the place.. but you have to remember that authors tend to liberally multi-class. Almost every 'Rogue' would be stated out with at least one other class, Grey Mouser for instance was an apprentice Wizard. The only 'pure' Rogue that comes to mind in literature is Golum... :) Classes are a hacky way to represent character concepts without having to spend hours working on a character. New players can walk in and plop into a character relatively easily, and older players can tweak and twist to show the potential variants within the class. Not a perfect system, but it works well enough for me. [/QUOTE]
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