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Rogues: essential class or sacred cow?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3594738" data-attributes="member: 31506"><p>An encounter trap is a trap that is meant to be sprung, and whose initial springing bears little ill consequence. Once set in motion, the trap is observed and dealt with. Despite my loathing of the module at large, the bleeding wall trap in Tomb of Horrors is an excelletn example. The doors slide shut and the wall begins bleeding. The room begins filling up with blood, and the players must staunch the flow or get out of the room. </p><p></p><p>Another example would be a hallway filled with mechanical slashing blades. The players might sunder them, jump on them or tumble past thenm (or just charge down and take the hits).</p><p></p><p>The difference is it allows intereaction. A spring loaded crossbow hits you and is done. A pit trap is usually just a few d6 and you climb out. Those are "zinger" traps, and to me, are what bog down play, as theres no way to deal with them once they have been activated (thus the higher incentive to find and deal with them before being sprung).</p><p></p><p></p><p></p><p></p><p>The other part of rogue/decker syndrome is scouting, where the rogue sneaks off, has his solo play, then comes back. Its just the combination of the two that makes the rogue feel at odds with the cooperative group play of the rest of the game. For the record, I feel the same way about the way social skills are divied up, in that it encourages some classes to do nothing when its not time to roll initiative (hence my making all skills class skills).</p><p></p><p></p><p></p><p>It would certainly help.</p><p></p><p></p><p></p><p>Undead can be killed withhout a cleric, tomes can be taken to a sage, and many classes get social skills. In core, only a rogue can disarm a real trap. And unlike a tome, you cant take it back to town to get a specialist to help out.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3594738, member: 31506"] An encounter trap is a trap that is meant to be sprung, and whose initial springing bears little ill consequence. Once set in motion, the trap is observed and dealt with. Despite my loathing of the module at large, the bleeding wall trap in Tomb of Horrors is an excelletn example. The doors slide shut and the wall begins bleeding. The room begins filling up with blood, and the players must staunch the flow or get out of the room. Another example would be a hallway filled with mechanical slashing blades. The players might sunder them, jump on them or tumble past thenm (or just charge down and take the hits). The difference is it allows intereaction. A spring loaded crossbow hits you and is done. A pit trap is usually just a few d6 and you climb out. Those are "zinger" traps, and to me, are what bog down play, as theres no way to deal with them once they have been activated (thus the higher incentive to find and deal with them before being sprung). The other part of rogue/decker syndrome is scouting, where the rogue sneaks off, has his solo play, then comes back. Its just the combination of the two that makes the rogue feel at odds with the cooperative group play of the rest of the game. For the record, I feel the same way about the way social skills are divied up, in that it encourages some classes to do nothing when its not time to roll initiative (hence my making all skills class skills). It would certainly help. Undead can be killed withhout a cleric, tomes can be taken to a sage, and many classes get social skills. In core, only a rogue can disarm a real trap. And unlike a tome, you cant take it back to town to get a specialist to help out. [/QUOTE]
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