jollyninja said:
Some characters should be better then others in conditions that favor their character. While I will grant you that there are spells that can emulate the abilities of a theif how many wizards took them 20 times a day? As long as a thief was conscious he could perform his tasks.
I guess my take on that was askew based on a my own D&D 2e experiences. Thieves were routinely unnecessary, and by-and-large the bulk of them either dual-classed, re-built to be multi-classed, or were dumped for something else upon entering level 9+.
I DID play a 2e elven thief (my handle) for better than 15 years on-and-off, but I found that typically the party wizards (we had 3 elf mages, 1 human fighter/dualed mage, and me) could sneak better (invisiblity), open doors (knock), climb (levitate or spider climb) and decipher (comp languages) better than I could. My saving grace? Find/Remove Traps. And once we got REALLY high level, that was negated by near-constant True Seeing. Also, the cloaks/boots of elvenkind, rings of invisibility, and other magical trinkets allowed near constant use of said abilities.
Eventually, the mages got together and promised NOT to keep memorizing said spells so as to give me something to DO! That's charity, and I constantly felt I couldn't pull my weight in my primary focus. Eventually, I was going to rebuild him as a fighter/thief just to be useful in combat, but 3e came around and allowed rogues something unique to keep me a single-classed rogue.
The reason the human fighter Dual-classed? He felt he never got to kill anything anyway (the three mages did that for him) so he might as well join em.
Thankfully, since 3.X, the group is much more balanced and people no longer feel blocked out of their role (or that they have to play with one-arm tied behind there back to keep other players having fun).