Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Specialist Rogue
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6300808" data-attributes="member: 4937"><p>I disagree. You are only quoting one of my several points, and in particular you are ignoring my 3rd point. The rogue is already a versatile and broad class capable of being useful in many situations. Granted you can be in a situation where all the foes are immune to sneak attack AND there are no traps, but IMO this is fairly rare even in a story based game. Secondly, 'story has taken a much bigger role' is a very subjective statement that implies judgment of how the game was 'usually played' in the past - something I consider highly fraught with difficulties as there was certainly no 'standard' way to play AD&D 1e or 2e or 3e for that matter either. You might could argue that in Pathfinder the 'adventure path' has become the standard way to play, but I'm not sure you'd convince me that AP's are 'story first' and leave no room for traps (though some, like 'Age of Worms' leave little room for rogues). </p><p> </p><p>In any event, there is no reason to assume that finding traps was ever always useful and not situational. But improvements in the rogues skills and abilities in other situations already makes up for that to a large degree.</p><p></p><p>I know what you are intending to do, and as I noted in point #2 I do sympathize. But to put it in as pithy of a way as possible, what I'm seeing here is examples of more proposed solutions by way of power creep, a problem the 3.X rules set has been beset with ever since 3.5 came out. Every time someone sees a problem, they try to solve it through expanding abilities - greater power, greater flexibility, greater breadth. At some point I think that pattern creates more problems than it solves.</p><p></p><p></p><p></p><p>Wait... what????</p><p></p><p>So if you play a cleric do you also need on average 1 undead per session?</p><p>Do you also need on average 1 evil foe per session if you have paladins?</p><p>Do you need to guarantee 1 encounter that can be solved by diplomacy per session if there is a bard in the party?</p><p></p><p>If traps come up, you are an asset - its that simple. When traps don't come up, you use your mobility skills, information collecting skills, social skills, use magic device, sneak attacks, and so forth to be an asset to the party. You might as well complain about the fact that you invested ranks in the climb skill but so far you haven't averaged 1 encounter per session where climb offers a significant advantage. </p><p></p><p>Now if none of the rogues skills are useful ever, then this points to failed encounter design but not merely because the rogue isn't being accommodated, but because the encounters are likely to be redundant and unimaginative period - endless 20'x30' rooms with no terrain containing hostile undead monsters that fight to the death aren't merely bad because the rogue doesn't get spotlight.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6300808, member: 4937"] I disagree. You are only quoting one of my several points, and in particular you are ignoring my 3rd point. The rogue is already a versatile and broad class capable of being useful in many situations. Granted you can be in a situation where all the foes are immune to sneak attack AND there are no traps, but IMO this is fairly rare even in a story based game. Secondly, 'story has taken a much bigger role' is a very subjective statement that implies judgment of how the game was 'usually played' in the past - something I consider highly fraught with difficulties as there was certainly no 'standard' way to play AD&D 1e or 2e or 3e for that matter either. You might could argue that in Pathfinder the 'adventure path' has become the standard way to play, but I'm not sure you'd convince me that AP's are 'story first' and leave no room for traps (though some, like 'Age of Worms' leave little room for rogues). In any event, there is no reason to assume that finding traps was ever always useful and not situational. But improvements in the rogues skills and abilities in other situations already makes up for that to a large degree. I know what you are intending to do, and as I noted in point #2 I do sympathize. But to put it in as pithy of a way as possible, what I'm seeing here is examples of more proposed solutions by way of power creep, a problem the 3.X rules set has been beset with ever since 3.5 came out. Every time someone sees a problem, they try to solve it through expanding abilities - greater power, greater flexibility, greater breadth. At some point I think that pattern creates more problems than it solves. Wait... what???? So if you play a cleric do you also need on average 1 undead per session? Do you also need on average 1 evil foe per session if you have paladins? Do you need to guarantee 1 encounter that can be solved by diplomacy per session if there is a bard in the party? If traps come up, you are an asset - its that simple. When traps don't come up, you use your mobility skills, information collecting skills, social skills, use magic device, sneak attacks, and so forth to be an asset to the party. You might as well complain about the fact that you invested ranks in the climb skill but so far you haven't averaged 1 encounter per session where climb offers a significant advantage. Now if none of the rogues skills are useful ever, then this points to failed encounter design but not merely because the rogue isn't being accommodated, but because the encounters are likely to be redundant and unimaginative period - endless 20'x30' rooms with no terrain containing hostile undead monsters that fight to the death aren't merely bad because the rogue doesn't get spotlight. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Specialist Rogue
Top