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Sneak Attack: A Little Too Powerful?
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<blockquote data-quote="Ridley's Cohort" data-source="post: 191983" data-attributes="member: 545"><p>reapersaurus,</p><p></p><p>While you raise an important issue, all I can say is I haven't seen a problem.</p><p></p><p>While it is true the Rogue <em>potentially</em> comparable to the Fighter in combat, my experience is the Fighter completely dominates the majority of the time.</p><p></p><p>While it is true the Rogue <em>potentially</em> dominates roleplaying situations because of superior skills, my experience is skills are completely irrelevant the majority of the time.</p><p></p><p>The reason social skills are not always necessary is that character concept is usually more important than skills. There are unusual occurences of undead and rumors of the revival of a death god cult in the vicinity? We get our first good info through the the Cleric or Paladin. Mysterious sightings and disappearances in near astral space? The Wizard finds out first, etc. </p><p></p><p>Now it is not that those social skills are useless, far from it. It is just there usually are ways of muddling through with less complete info. If the Rogue is there to Gather Information, that will save some real pain and confusion. But I would not exactly call that hogging the glory.</p><p></p><p>The funny thing is that the Thieves' Guild rarely hires heroes for jobs so the Rogue often gets cut out of initial contact for the next adventure (at least if you are playing classic D&D archetypes).</p><p></p><p>Another thing is that only a foolish DM hangs the plotline on a Sense Motive or Gather Info roll. There will be ways of figuring out what you need to know.</p><p></p><p>Now I must concede that Rogues may well be overpowered in certain styles of campaigns. If you rarely/never do dungeon crawls and you are always up against humanoids, Rogue look pretty darn good. I would consider that a good reason to bump up the skill points for combat characters.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 191983, member: 545"] reapersaurus, While you raise an important issue, all I can say is I haven't seen a problem. While it is true the Rogue [i]potentially[/i] comparable to the Fighter in combat, my experience is the Fighter completely dominates the majority of the time. While it is true the Rogue [i]potentially[/i] dominates roleplaying situations because of superior skills, my experience is skills are completely irrelevant the majority of the time. The reason social skills are not always necessary is that character concept is usually more important than skills. There are unusual occurences of undead and rumors of the revival of a death god cult in the vicinity? We get our first good info through the the Cleric or Paladin. Mysterious sightings and disappearances in near astral space? The Wizard finds out first, etc. Now it is not that those social skills are useless, far from it. It is just there usually are ways of muddling through with less complete info. If the Rogue is there to Gather Information, that will save some real pain and confusion. But I would not exactly call that hogging the glory. The funny thing is that the Thieves' Guild rarely hires heroes for jobs so the Rogue often gets cut out of initial contact for the next adventure (at least if you are playing classic D&D archetypes). Another thing is that only a foolish DM hangs the plotline on a Sense Motive or Gather Info roll. There will be ways of figuring out what you need to know. Now I must concede that Rogues may well be overpowered in certain styles of campaigns. If you rarely/never do dungeon crawls and you are always up against humanoids, Rogue look pretty darn good. I would consider that a good reason to bump up the skill points for combat characters. [/QUOTE]
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