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Want a better Rogue? Build a Wizard. Or why play a Rogue?
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<blockquote data-quote="Ruin Explorer" data-source="post: 7965047" data-attributes="member: 18"><p>On what planet is it likely the Rogue will have good Perception check? Because I've never seen a Rogue PC in 5E who had a good one. Rogues very often dump WIS (as it's in-character to do so for a lot of them, and offers them little). Best case scenario is likely to be 0 WIS mod, +proficiency bonus for skill.</p><p></p><p>Familiars, on the other hand, often have a decent Perception score, AND several of them have advantage on sight or sound or both Perception checks. Further, within 100' (1 mile if Pact of the Chain Warlock), the caster can see through their eyes, allowing them to silently relay all the information back to the rest of the party, which is huge.</p><p></p><p>Rogues do usually have hilariously better Stealth checks though. Apparently some 6'4", 7' if horns counted bright-red-skinned Tiefling in ostentatious leather armour and with a gleaming blade drawn is much harder to spot than like, a weasel sneaking along a sideboard, or an owl sitting in a tree. D&D!</p><p></p><p>Either way I kind of prefer not having Rogues in a large party. In a three-person or even four-person party, having the party split whilst the Rogue scouts ahead is fine, but then if the Rogue actually tries to do anything, they usually just cause a problem, so basically they just have to creep back to the party and tell them what's up. Whereas a Familiar can at least be kind of a "real-time feed" as it were, which is less disruptive. And once you get to 5-6 people, it can be a real pain if the party gets split (it's less so if multiple people are with the Rogue at least).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7965047, member: 18"] On what planet is it likely the Rogue will have good Perception check? Because I've never seen a Rogue PC in 5E who had a good one. Rogues very often dump WIS (as it's in-character to do so for a lot of them, and offers them little). Best case scenario is likely to be 0 WIS mod, +proficiency bonus for skill. Familiars, on the other hand, often have a decent Perception score, AND several of them have advantage on sight or sound or both Perception checks. Further, within 100' (1 mile if Pact of the Chain Warlock), the caster can see through their eyes, allowing them to silently relay all the information back to the rest of the party, which is huge. Rogues do usually have hilariously better Stealth checks though. Apparently some 6'4", 7' if horns counted bright-red-skinned Tiefling in ostentatious leather armour and with a gleaming blade drawn is much harder to spot than like, a weasel sneaking along a sideboard, or an owl sitting in a tree. D&D! Either way I kind of prefer not having Rogues in a large party. In a three-person or even four-person party, having the party split whilst the Rogue scouts ahead is fine, but then if the Rogue actually tries to do anything, they usually just cause a problem, so basically they just have to creep back to the party and tell them what's up. Whereas a Familiar can at least be kind of a "real-time feed" as it were, which is less disruptive. And once you get to 5-6 people, it can be a real pain if the party gets split (it's less so if multiple people are with the Rogue at least). [/QUOTE]
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