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Thievery in 5e - still relevant?
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<blockquote data-quote="AnotherGuy" data-source="post: 9121457" data-attributes="member: 7029930"><p>Although I can agree that Downtime is certainly not an activity enjoyed at everyone's table the rules for downtime pursuits are both within the DMG and Xanathar's. Our table uses Downtime -</p><p></p><p>Currently we have</p><ul> <li data-xf-list-type="ul">One PC actively investigating a way to extricate themselves from a pact made with a devil Lord;</li> <li data-xf-list-type="ul">Another PC commissioning specific equipment (glove and footwear) that would make it easier to climb and hold onto a dragon while also courting the current Open Lord of Waterdeep;</li> <li data-xf-list-type="ul">A third PC learning a feat from <a href="https://www.montecookgames.com/arcana-of-the-ancients/" target="_blank">Arcana of the Ancients</a>. He previously worked with a friend dracologist in order to use a ritual on the Blue Dragon Mask (Tyranny of Dragons) which would reduce the effectiveness of the Tiamat's blue dragon head if/and when she arrived on the Material Plane; and finally</li> <li data-xf-list-type="ul">A PC doing research on the history of a blade he acquired (was given) from a paladin's tomb.</li> </ul><p></p><p></p><p></p><p>All the above require monetary resources, so a thieving rogue would be very useful at my table. I'm not sure how typical my 5e game is to others. I run long campaigns.</p><p></p><p></p><p>It is not a good thing to eliminate the rogue class IMO, as the rogue is a typical character found within the fantasy genre.</p><p>Besides having the PC of the rogue and the DM working together on possible stories - the general way to make rogues viable is by making money matter, include downtime within the game, and <u>use thieves' guilds</u> as both allies and antagonists.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9121457, member: 7029930"] Although I can agree that Downtime is certainly not an activity enjoyed at everyone's table the rules for downtime pursuits are both within the DMG and Xanathar's. Our table uses Downtime - Currently we have [LIST] [*]One PC actively investigating a way to extricate themselves from a pact made with a devil Lord; [*]Another PC commissioning specific equipment (glove and footwear) that would make it easier to climb and hold onto a dragon while also courting the current Open Lord of Waterdeep; [*]A third PC learning a feat from [URL='https://www.montecookgames.com/arcana-of-the-ancients/']Arcana of the Ancients[/URL]. He previously worked with a friend dracologist in order to use a ritual on the Blue Dragon Mask (Tyranny of Dragons) which would reduce the effectiveness of the Tiamat's blue dragon head if/and when she arrived on the Material Plane; and finally [*]A PC doing research on the history of a blade he acquired (was given) from a paladin's tomb. [/LIST] All the above require monetary resources, so a thieving rogue would be very useful at my table. I'm not sure how typical my 5e game is to others. I run long campaigns. It is not a good thing to eliminate the rogue class IMO, as the rogue is a typical character found within the fantasy genre. Besides having the PC of the rogue and the DM working together on possible stories - the general way to make rogues viable is by making money matter, include downtime within the game, and [U]use thieves' guilds[/U] as both allies and antagonists. [/QUOTE]
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