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Rogues: essential class or sacred cow?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3593143" data-attributes="member: 31506"><p>Are they? Honestly, most of them are bypassed entirely. Using basic characters, I dont think I've seen a rogue fail to find a trap on a chest, door, halway etc. The rest of the party withs with their thumbs up their butts, and most of the time the trap is bypassed. Zinger traps (traps that do their effect and then are done) are as interesting as a dungeon where monsters are randomly teleported next to party members and make full attacks each round with no variation. Theres next to no room for tactics, imagination, excitement or fun. They shoot you, burn you, zap you or impale you, and you suck up your d(whatever) damage and move on to something you can actually interact with or react to. That needs to change. Encounter traps are fine. That gets everyone involved. Not all aspects of the good old fashioned dungeon crawl were actually good. Most types of traps fall into this category. Its a lame ass procedure you do (listn at door, poke with stick, pull lever with string etc) to get back to having fun to avoid punitive measures for not following SOP. It makes what should be exciting and daring into a routine. </p><p></p><p></p><p></p><p>Theres a large difference in that magic doesnt bog down play while people say "I search the chest. I search it again. I search it again", then disarm it all by themselves. To a lesser extent, rogues suffer from decker syndrome (from shadowrun), where the decker does his computer crap and the rest of the party goes on a beer run, because they cant really participate. Like I said, its not a flaw with the class, its a flaw with traps.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3593143, member: 31506"] Are they? Honestly, most of them are bypassed entirely. Using basic characters, I dont think I've seen a rogue fail to find a trap on a chest, door, halway etc. The rest of the party withs with their thumbs up their butts, and most of the time the trap is bypassed. Zinger traps (traps that do their effect and then are done) are as interesting as a dungeon where monsters are randomly teleported next to party members and make full attacks each round with no variation. Theres next to no room for tactics, imagination, excitement or fun. They shoot you, burn you, zap you or impale you, and you suck up your d(whatever) damage and move on to something you can actually interact with or react to. That needs to change. Encounter traps are fine. That gets everyone involved. Not all aspects of the good old fashioned dungeon crawl were actually good. Most types of traps fall into this category. Its a lame ass procedure you do (listn at door, poke with stick, pull lever with string etc) to get back to having fun to avoid punitive measures for not following SOP. It makes what should be exciting and daring into a routine. Theres a large difference in that magic doesnt bog down play while people say "I search the chest. I search it again. I search it again", then disarm it all by themselves. To a lesser extent, rogues suffer from decker syndrome (from shadowrun), where the decker does his computer crap and the rest of the party goes on a beer run, because they cant really participate. Like I said, its not a flaw with the class, its a flaw with traps. [/QUOTE]
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