Rogues getting Cleric style loving?

Graf

Explorer
This is an idea that has been bubbling around in my head for a while.

Its an open fact that while the classes are supposed to be "balanced" in 3rd edition (3.5 whatever) the cleric is a bit more balanced than the other classes. This was a specific design decision that has, I think, lead to a big improvement in the game. While most people still aren't going to play the "healer" very often the attractiveness of the class and its flexibility (domains, armor access, broad spell list, healing spell substitution) have increased the popularity vs. 2nd ed to the point that healing is rarely an issue.

Likewise big efforts have also been made to provide healing to other classes and or make healing less burdensome. In addition to the druid and paladin, bards also get cure spells, and most of the settings (especially newer ones like Eberron) have made an effort to support alternative healing (Dragonmark, Artificer produced healing items) sources.

So what was an unnecessary game headache has largely been alleviated by some intelligent re-jiggering of rules.

Which brings me to my thoughts on rogues and traps.

Traps are big part of dungeons... a grand DnD tradition... one of the few challenges in the game that is simultaneously physically threatening to the party but does not involve defeating it by reducing to negative hit points. And, unlike virtually every other part of the ruleset, dealing with traps is not part of the skill system.

Why did I just say that when Traps have DCs just like everything else?
Because of Trapsense... an ability only available to Rogues (in the PhB). Regardless of your skill you can't deal with traps above DC 20. (And almost no traps actually have DCs below 20, even at lower levels).

So we have a situation similar to that of the cleric in 2nd edition: every party must have a rogue. And that character needs to have a lot of levels of rogue to keep up with the wildly escalating trap DCs.
Recently I ran a short low level game (1st to 5th). The rogue was pretty soft in combat. Low hit points, low damage, low AC. But once every few hours he had to be there to disarm the trap. The Kalashar Quest game encountered a similar situation, hit point replenishment can be resolved a number of ways, but there are no potions of Trap Discovery, no other classes that get "limited trap sense", so somebody with lots of rogue levels was a requirement.

So I'm wondering if others feel the same way about the "necessity of the rogue"? Is it a game system inflicted hurdle? Should rogues be constructed to be "more attractive" to encourage players to play them?
(Am just wrong?)
[edits=layout, clarity]
 
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Graf said:
Its an open fact that . . . the cleric is a bit more balanced than the other classes.

If they're balanced, that implies that they are by definition even. Are you using "balanced" ironically? Or do you mean to say that they are imbalanced in terms of gameplay, but balanced in terms of power?
 

moritheil said:
If they're balanced, that implies that they are by definition even. Are you using "balanced" ironically? Or do you mean to say that they are imbalanced in terms of gameplay, but balanced in terms of power?

Think of the book animal farm, a well known quote, "All animal are equal, but some are more equal than others". know it?


My games tend to be light on traps also; extra dangers dureing a fight are frequent, but these rarely have any need of a rogue. But ive normaly had someone want to play one anyway; the general concept of the rogue is more attractive to players.

as a spectaor said - "so why is the vicar with them?"
 
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I long ago made it a house rule that anybody who beats the DC can find a trap, regardless of weither the DC is 20+

Then I changed the Trapsense ability. Now Trapsense grants the rogue the ability to make an automatic search check (secret, rolled by DM) anytime he comes within 5' of a trap (sort of like elves and secret doors). So the rogue is still the best trap-finder but now is not totally essential. As a bonus this encourages the party to not take 20 on searching every damn 5' square unless they have a reason to expect a trap.

Hope that helps.
 

argo said:
I long ago made it a house rule that anybody who beats the DC can find a trap, regardless of weither the DC is 20+

Then I changed the Trapsense ability. Now Trapsense grants the rogue the ability to make an automatic search check (secret, rolled by DM) anytime he comes within 5' of a trap (sort of like elves and secret doors). So the rogue is still the best trap-finder but now is not totally essential. As a bonus this encourages the party to not take 20 on searching every damn 5' square unless they have a reason to expect a trap.

Hope that helps.
That's getting into my next game's house rules.

while the classes are supposed to be "balanced" in 3rd edition (3.5 whatever) the cleric is a bit more balanced than the other classes.
And THAT is going into my sig.
 

What's weird is that only rogues (and some others; Artificers in Eberron, or some races under special circumstances) can find traps, but anyone with Disable Device can take care of them.

Dwarves have Stonecunning and can recognize traps made out of stone. I would probably allow similar circumstances for other races and classes - Forest-dwelling elves, Druids and Rangers will recognize the pit trap dug in a forest and covered with branches, city-dwelling humans will recognize the sewer cover is rigged to collapse, magicians can recognize glyphs and similar magic traps if it's on their spell list and so on.

If you want a more rule-bound solution, you could just add that anyone with Craft (trapmaking) or a craft/profession related to the environment they're in should be allowed to search for traps, probably gaining a +2 circumstance bonus if they have more than 5 ranks ("if I were to trap this passage, I'd do like this...").
 

The Edge said:
Think of the book animal farm, a well known quote, "All animal are equal, but some are more equal than others". know it?

I thought as much, but I wanted him to just come right out and say that he thought that some people were getting the shaft in terms of gameplay.
 

There is also the other way to deal with traps, a fighter with high enough hit points and a cleric with enough Restoration and Cures.
 

Bagpuss said:
There is also the other way to deal with traps, a fighter with high enough hit points and a cleric with enough Restoration and Cures.

I can't remember who first posted it, but we joke about it at our game table all the time... the alternate Rogue, a log.

You go to the woods, cut down a tree. Call the resulting log "Rogue".

Think the hallway is trapped? Get out good old rogue and roll him down the hall.
Think the door is trapped? Come on Rogue, check for traps (Smash!)
Locked door? Rogue is the master of getting past locks (SMASH!)

etc.

Mmmm... good old rogue, he's our friend.
 

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