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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Want a better Rogue? Build a Wizard. Or why play a 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="Ashrym" data-source="post: 7964765" data-attributes="member: 6750235"><p>Self-awareness is always a good thing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Wanting to play a rogue for RP reasons is the place to start but is beside the point. The discussion was on capability.</p><p></p><p></p><p></p><p>That's not rogue specific. It applies to any class that isn't doing anything for a period of time.</p><p></p><p></p><p></p><p>That's not actually true, which is what was being pointed out. Wizards do not find and disarm traps well. Charms are useful short term but normally have issues later. Some specific spells have already been addressed and debunked, and no further evidence contradicting how those spells fail to compare to rogues has been given.</p><p></p><p></p><p></p><p>Invisibility is better for bypassing encounters than actually scouting. It was brought up a lot because it's part of the opening post. There are other spells and some are very useful but they still cost resources and there's more to rogue's than scouting ahead.</p><p></p><p></p><p></p><p>Still no different than watching the monk, ranger, bard, DEX fighter, doing it. Or invisible wizard.</p><p></p><p></p><p></p><p>Rogues do a lot of damage by adding an additional sneak attack somehow on off turns. We can post maths if you want but compared to a wizard, rogues kill it with sustained damage.</p><p></p><p>The point of TWF on a rogue isn't the damage from the attack. It's the damage from the sneak attack if the first attack misses. If the first attack hits then the off-hand damage is a minor consideration over using cunning action. </p><p></p><p></p><p></p><p>Because NPC's don't lock away their valuables? Multiple locked doors and chests is pretty normal. Some adventures have a lot. It's irrelevant though because having a rogue without any time constraint can pretty much ignore them as done. It's detecting traps and disabling them that becomes more relevant.</p><p></p><p></p><p></p><p>That doesn't make any sense. It doesn't grant cunning action, uncanny dodge, reliable talent, extra proficiencies, expertise, and various other abilities rogues possess. Rogues aren't a single good ability.</p><p></p><p></p><p></p><p>Except rogues do well in combat for the reasons given with the abilities listed in this thread.</p><p></p><p>10' poles don't even exist in 5e but a discount haggling doesn't relate to the risk criteria in the favors example. As a player, I take actions that trigger the DM's determination of the outcome. If I take a lot of actions that involve social interaction then that increases social interaction in the campaign. If the DM uses a tight rein on the campaign blocking that type of play I would just apply my expertise elsewhere and still have an advantage as a rogue.</p><p></p><p></p><p></p><p>The speed and range of vision the eye has does not cover that radius. It only moves 30' with 30' vision. That crosses a 2 mile diameter about 1.5 times per casting if I'm remembering non-metric distances correctly.</p><p></p><p>Where arcane eye fails is that it essentially maps out terrain over time but doesn't give any information other than sight, takes quite a bit of time, and costs concentration. It also doesn't give any bonuses to perception (or other checks) getting back to wizards still having to use the ability checks. </p><p></p><p>Using it all day costs several high level slots just for the time, but more if the wizard ever wants to use a ritual or concentration on something else.</p><p></p><p>Arcane eye is an example of an excellent spell regardless. Divination is a strong ability in general. But there's more to playing a rogue than scouting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I find it pointless to waste spell slots (which are limited and useful for other things) instead of using ability checks and skills that also get the same job done (getting back to one of the things that makes bards good).</p><p></p><p><strong>summary: skills and ability checks are for accessible than they have been in the past, and spells are restricted in a lot of ways.</strong></p></blockquote><p></p>
[QUOTE="Ashrym, post: 7964765, member: 6750235"] Self-awareness is always a good thing. :D Wanting to play a rogue for RP reasons is the place to start but is beside the point. The discussion was on capability. That's not rogue specific. It applies to any class that isn't doing anything for a period of time. That's not actually true, which is what was being pointed out. Wizards do not find and disarm traps well. Charms are useful short term but normally have issues later. Some specific spells have already been addressed and debunked, and no further evidence contradicting how those spells fail to compare to rogues has been given. Invisibility is better for bypassing encounters than actually scouting. It was brought up a lot because it's part of the opening post. There are other spells and some are very useful but they still cost resources and there's more to rogue's than scouting ahead. Still no different than watching the monk, ranger, bard, DEX fighter, doing it. Or invisible wizard. Rogues do a lot of damage by adding an additional sneak attack somehow on off turns. We can post maths if you want but compared to a wizard, rogues kill it with sustained damage. The point of TWF on a rogue isn't the damage from the attack. It's the damage from the sneak attack if the first attack misses. If the first attack hits then the off-hand damage is a minor consideration over using cunning action. Because NPC's don't lock away their valuables? Multiple locked doors and chests is pretty normal. Some adventures have a lot. It's irrelevant though because having a rogue without any time constraint can pretty much ignore them as done. It's detecting traps and disabling them that becomes more relevant. That doesn't make any sense. It doesn't grant cunning action, uncanny dodge, reliable talent, extra proficiencies, expertise, and various other abilities rogues possess. Rogues aren't a single good ability. Except rogues do well in combat for the reasons given with the abilities listed in this thread. 10' poles don't even exist in 5e but a discount haggling doesn't relate to the risk criteria in the favors example. As a player, I take actions that trigger the DM's determination of the outcome. If I take a lot of actions that involve social interaction then that increases social interaction in the campaign. If the DM uses a tight rein on the campaign blocking that type of play I would just apply my expertise elsewhere and still have an advantage as a rogue. The speed and range of vision the eye has does not cover that radius. It only moves 30' with 30' vision. That crosses a 2 mile diameter about 1.5 times per casting if I'm remembering non-metric distances correctly. Where arcane eye fails is that it essentially maps out terrain over time but doesn't give any information other than sight, takes quite a bit of time, and costs concentration. It also doesn't give any bonuses to perception (or other checks) getting back to wizards still having to use the ability checks. Using it all day costs several high level slots just for the time, but more if the wizard ever wants to use a ritual or concentration on something else. Arcane eye is an example of an excellent spell regardless. Divination is a strong ability in general. But there's more to playing a rogue than scouting. ;) I find it pointless to waste spell slots (which are limited and useful for other things) instead of using ability checks and skills that also get the same job done (getting back to one of the things that makes bards good). [B]summary: skills and ability checks are for accessible than they have been in the past, and spells are restricted in a lot of ways.[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Want a better Rogue? Build a Wizard. Or why play a Rogue?
Top