For me this one is essential (although I have some problems distinguishing it clearly from the expert).
The other concepts are nice additions, but I would at least like the Rogue to not necessarily be a crook, and if also skirmisher would be just an option then even better.
The expert is the rogue built to be good at something. The trickster is a rogue to avoid normal channels.
I think all these things and more have been made with earlier rogue versions (most likely in 3E, edit: but also in 4E if you accept a default "plus Skirmisher" on top of the other concepts) or variants, and enjoyed by the players. So they are only asking for the same thing again.
But I do agree as long as the same concepts can be built in D&D Next, it doesn't matter too much whether it comes under the Rogue class umbrella. It might make sense to provide another class, or a "prestige" class that delivers more directly. Or maybe some clever rogue sub-classes and Specialities will cover the ground.
Yes. Pre-3e, the rogue was firmly a crook and expert then crook and trickster. It was clearly a class of devious and sneaky means. 3e removed the crook aspect and added expert. 4e removed expert and made the rogue a skirmisher
The strength of skills (expert), alternate skill use (trickster), focus on the Underworld (crook), and combat ability (skirmisher) and the strength of each determines what the Next rogue is and can be. Also it determines what other classes have to be,
For example if the rogue is heavy on the Underworld crook, then you need non-Underworld noncasters... unlike all noncrook adventurers are fighters. You'll need other noncrook skill classes like rangers and warlords.
I think I've been here too long, because I assumed that he had deliberately misspelled Rogue to Rouge as part of the joke. Anyway, I also find the current Rogue problematic.
Sneak attack should not be the defining Rogue feature, and the implementation is clearly going to cause trouble down the line. The principle of taking an action to gain advantage and then sneak attacking in the next available action is *not* a balanced mechanic, unless you make advantage very rare. If they want to keep this action dynamic, then they need to do it without advantage.
What I'd rather see is the Rogue more frequently gaining advantage. Their attack bonus will not be as good as the Fighter, their damage will not be as immense, but they will have advantage, and thus hit more reliably. Allow them to throw a limited amount of extra damage, or conditions in every so often and that would be more 'dirty fighting' to me.
Skill Mastery is also terrible as it stands, but agreed, that's because skills are not perfected yet and they're trying a fix to what might not be a problem. Rather than taking 10, I think I'd like to see a sort of.. escalation mechanic.. when the Rogue fails a skill check they can try again immediately, but a second failure will have some terrible outcome. I see them as risk-takers, who win most of the time, but sometimes get caught out. An example might be lockpicking - a non-Rogue who tries and fails can't open the chest, a Rogue who tries and fails tries immediately again, and if they fail this time then the lock is properly jammed (wah wah wah).
So you want the rogue to be purely trickster then?