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The classes that nobody wants to play
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<blockquote data-quote="JonnyP71" data-source="post: 7018204" data-attributes="member: 6788862"><p>You are consistently considering classes mainly in terms of power/mechanics, I would argue that the Rogue popularity is likely to be more down to the image and flavour of the archetypes - for me that is much more important than how much damage they deal, or how likely it is we can make use of their 'special' powers.</p><p></p><p>- the Assassin - a hired murderer, a bounty hunter, or a spy for the crown, paid to stalk the night and track down victims - damn cool</p><p>- the Arcane Trickster - a swindler, a street entertainer, the roguish illusionist appeals to the imaginative player. Again, packed with distinct flavour and roleplaying potential.</p><p>- the Thief - harking back to the traditional 1E class, no lock too strong, no trap too devious, a reason to adventure and every dungeon delving group needs a good one. The simplest of the 3 and at the same time, extremely fulfilling as there are always ways in which those skills can be employed - think outside the box, and break open that toolkit.</p><p></p><p></p><p>It's a class with 3 diverse archetypes that clearly fit interesting and appealing playstyles and stories. The cunning action and sneak attack are the icing on the cake, not the meat and drink. I'm not saying the mechanics are meaningless - the simplicity of the Rogue is indeed appealing, as is its versatility and effectiveness in battles - rather that in my experience, everyone in the 3 groups I game with tends to start with a story/idea mapped out in their head. Only then do they actually select the class/race/archetype/skills/feats etc to fit that story.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 7018204, member: 6788862"] You are consistently considering classes mainly in terms of power/mechanics, I would argue that the Rogue popularity is likely to be more down to the image and flavour of the archetypes - for me that is much more important than how much damage they deal, or how likely it is we can make use of their 'special' powers. - the Assassin - a hired murderer, a bounty hunter, or a spy for the crown, paid to stalk the night and track down victims - damn cool - the Arcane Trickster - a swindler, a street entertainer, the roguish illusionist appeals to the imaginative player. Again, packed with distinct flavour and roleplaying potential. - the Thief - harking back to the traditional 1E class, no lock too strong, no trap too devious, a reason to adventure and every dungeon delving group needs a good one. The simplest of the 3 and at the same time, extremely fulfilling as there are always ways in which those skills can be employed - think outside the box, and break open that toolkit. It's a class with 3 diverse archetypes that clearly fit interesting and appealing playstyles and stories. The cunning action and sneak attack are the icing on the cake, not the meat and drink. I'm not saying the mechanics are meaningless - the simplicity of the Rogue is indeed appealing, as is its versatility and effectiveness in battles - rather that in my experience, everyone in the 3 groups I game with tends to start with a story/idea mapped out in their head. Only then do they actually select the class/race/archetype/skills/feats etc to fit that story. [/QUOTE]
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