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The rogue - is it a necessary class?
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<blockquote data-quote="Plane Sailing" data-source="post: 1231563" data-attributes="member: 114"><p>I think the issue is entirely down to you, the DM.</p><p></p><p>You know she is a rogue, you know what her capabilities are. You have a <strong>responsibility</strong> to design adventures which are going to give every character a place to shine.</p><p></p><p>This is exactly what you have NOT done in the adventure you described. Sure an ancient tomb may be guarded by constructs and undead. But then you write off traps !?! The classic tomb thing!?!</p><p></p><p>I'm afraid it sounds to me like you have made decisions to make the class ineffective. You're the DM, design things to be inclusive.</p><p></p><p>e.g. if you are concerned that traps slow an adventure down, don't use "blam, corridor trap hits you" type of traps. Use traps which get triggered and the rogue has to find the disarming trigger before the room fills with sand/walls crush them/lava tips onto them/giant stone ball rolls towards them. Create traps that require more than one disarm check because there are several elements that need to be disarmed. Perhaps as they fight constructs of undead poison gas starts flooding into the room, pooling round their feet (don't fall over!) and slowly rising up. Can the rogue find the mechanism and stop it before it is too late? The others are all busy fighting off the golems and undead who couldn't care less about the poison!</p><p></p><p>Do you see what I mean?</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1231563, member: 114"] I think the issue is entirely down to you, the DM. You know she is a rogue, you know what her capabilities are. You have a [b]responsibility[/b] to design adventures which are going to give every character a place to shine. This is exactly what you have NOT done in the adventure you described. Sure an ancient tomb may be guarded by constructs and undead. But then you write off traps !?! The classic tomb thing!?! I'm afraid it sounds to me like you have made decisions to make the class ineffective. You're the DM, design things to be inclusive. e.g. if you are concerned that traps slow an adventure down, don't use "blam, corridor trap hits you" type of traps. Use traps which get triggered and the rogue has to find the disarming trigger before the room fills with sand/walls crush them/lava tips onto them/giant stone ball rolls towards them. Create traps that require more than one disarm check because there are several elements that need to be disarmed. Perhaps as they fight constructs of undead poison gas starts flooding into the room, pooling round their feet (don't fall over!) and slowly rising up. Can the rogue find the mechanism and stop it before it is too late? The others are all busy fighting off the golems and undead who couldn't care less about the poison! Do you see what I mean? [/QUOTE]
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The rogue - is it a necessary class?
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