Psikerlord#
Explorer
The generic rogue is of course the thief. You're welcome.
I'm like the others and think the thief fits as the generic rogue. I was looking at the thief subclass the other day and thought to myself that he was Indiana Jones but for DnD.
Perhaps the issue is that you aren't really telling us what you want, like, how generic do you want the subclass to be and how would it look in game?
[MENTION=63508]Minigiant[/MENTION] I don't think the question should be "what's the generic rogue?" or "what's the generic fighter/wizard/cleric?"
The question should be "what's the classic version of this class?" By "classic" I mean the one with the most legacy that is readily recognizable by D&D veterans and even newcomers who've learned of the game thru other gamers, Geek & Sundry, Order of the Stick, etc.
If you're going on the premise that the Basic D&D 4 classes should each have 4 iconic archetypes with broad appeal, then it should be the classics.
That's arguably what the BD&D document aims for:
The classic D&D cleric is a healer - Life domain.
The classic D&D wizard is a blows-stuff-up-type - Evoker.
The classic D&D rogue is a tricksy-stealing-scroll using-skill monkey - Thief.
The classic D&D fighter is a I-swing-my-sword-harder! type - Champion.
I think the problem here is that you are misunderstanding what a subclass is. Subclasses aren't generic customizable things; they're specializations. The whole point of the subclass is to specialize in something.Then the generic rogue as the thief as thus has Fast Hands, Second Story Work, Use Magic Device and Thief reflexes.
It sorta works but is a less than stellar way to acrobats, archaeologists, demolitions experts, drivers, and scouts.
The thief might be the basic rogue but not the generic customizable rogue.
Steeldragon said backstabbing, not assassinating. There's a difference. Backstabbing and Sneak Attacks are just glorified dirty fighting. Which is the rogue's trademark. And, no, burglary isn't a requirement, but then, you're not required to take Pick Pocket as a skill. Isn't that what you were asking for? You've got quick hands, and you'd be fast at pickpocketing... if you knew how. But you don't know, so you don't steal. But, because pick pocketing is an iconic part of the class with lots of history? You have potential access to it. Just like you have potential access to stealth, but its not necessarily a requirement.Default and generic isn't the same thing though.
.....
But Burglary and Assassination aren't requirements.
Umm... this isn't part of a generic rogue. This is an alchemist, or perhaps wizard. At the bare minimum, its a rather unique background.Or you could be a scientist or explorer how needs to go to dangerous places to practice his or her craft.
You're too hung up on the names. A thief doesn't even need to be a thief. Could just as easily be a spy, an acrobat, or a temple explorer. That's the default story, but its just as easy to write your own.Just how a fighter isn't necessarily a knight or military soldier, a rogue need not be a thief or assassin.
Yes. In fact, it can be all of them at once.Is the Thief archetype generic enough to fit all those "role play" archetypes or does the Thief ssubclass features either imply too much theivery OR not provide enough meat for the other archetypes?
That's because people wanted more baked in fluff inside the game. And, if that's your complaint? Just remove it. Thief subclass has all this "basic rogue stuff" you're listing without forcing you to actually steal anything. Its -called- the Thief, not because you have to steal anything, but the rogue actually was called the Thief in past editions and other games. Just like the original name of the Paladin is the Cavalier (and thus, the Oath of Devotion "generic paladin" is called the cavalier).Why not?
The 3rd edition rogue nor the 4th edition rogue forced imagery past the basic rogue stuff (Stealth, Dexerity light armor, simple weapons, Sneak Attack)
Why would you want less mechanics or flavor? And what exactly is missing here, or not added in? I have to wonder if you have a different idea of what a rogue is compared to me and the others?My issue is the Roguish Archetypes. I was wondering if they add too much flavor in name and/or in mechanics.
Because that person thing the current roguish archetype adds too many aspects to their PC that don't fit it while not adding enough that do.
Rangers are actually the ones who are often called scouts - in fact, ranger variants usually get the name Scout. Wizards are the archetypical D&D academic, though with backgrounds we can have others. "Experts" come in all forms - an expert of... what, exactly, may I ask? None of these are particularly roguish.Scouts, academics, and expert at street level activities aren't rare. A setting could easily have more of them than full fledged soldiers and D&D has all kinds of reasons to shove them down a dungeon.
Because you don't have to be an Assassin to be an assassin. Anyone can assassinate. The Assassin just specializes in it in a way no one else does. And that's why we have the subclass - for those people who want to be a specialist.If the thief is the generic, why is there an assassin?
Couldn't a thief just get proficiency in poisoner's kit and disguise kit and be an assassin?
The base class without a subclass. That is the generic "build your own rogue." Thief is the class for making you better at those generic base class things.I'm asking "what is the 'build you own' rogue"? Does he already exist (many say its the thief)? Or is something else the "blank slate" rogue?
My point is "Why does the fighter get 2 nearly flavorless, generic subclasses but the rogue gets none?"
Adding a swashbuckler, acrobat, and alchemist to the rogue subclasses would fill out 99.9% of rogues in fantasy.
Mike Mearls said making the Champion and Battlemaster just be generic simple/complex fighters whose names don't tell you anything about what they are in the world is one of the biggest mistakes they/he made in 5e. All of the other classes have subclasses that evoke actual archetypes, while they were so focused on providing options for both a simple and complex fighter that they ended up forgetting the goal of evocative subclasses for the fighter, and were kicking themselves afterwards.
So what you are saying is a good thing is what the lead designer says was bad. (Personally, I like the Champion and Battlemaster and am concerned that going too far on the evocative would limit options, but I see where he's coming from.)
The good news is we already have the playtest version of the Swashbuckler from the website a few months back, and the final version comes out in the Sword Coast campaign guide in November. Alchemist is probably going to be a subclass of its own class (another subclass is likely to be artificer), while acrobat, IMO, is covered by the thief's abilities.
A bug, not a feature. The Fighter is the exception, not the rule.My point is "Why does the fighter get 2 nearly flavorless, generic subclasses but the rogue gets none?"
Because that's always been the "problem" with the Fighter, and there are people like it. There are also people that complain bitterly about how there's not more flavor or "things to do other than fight." The Fighter is defined by fighting. The rogue has always had a theif-y, temple raider flavor to it.People always say the bueaty of the fighter subclasses is that practically any nonmagical warrior can be a champion or a battle master from legionnaires, knights, cavaliers, pikemen, pirate captains, warlords, and fencers. My response is why not rogue. Why isn't there a Class-Rogue, Subclass-Sneaky Guy that fits all nonwarrioe sneaky guys?
Cunning Action just lets you do some things faster. You can use it for a wide variety of rogue-stuff. Dont' like the pick-pocketing, then don't use it. Thief tools are useful for temple exploring, and that's a huge part of the rogue class in any edition, but you're not forced to use it. You can't be a generic rogue without offering their use.Many say its the thief and I mostly agree. My gripes is the focus on thieves tools for Cunning Action and UMD. Those feel too defining for Joe Everyrogue. Its also purely D&D gimmicks.
Why the obsession with alchemist? That's not a traditional rogue thing. And, no, an actual thief is the iconic rogue in at least half of fantasy. You can't ignore it, because its so iconic.Personally I don't think a generic is really needed. Adding a swashbuckler, acrobat, and alchemist to the rogue subclasses would fill out 99.9% of rogues in fantasy.
A bug, not a feature. The Fighter is the exception, not the rule.
Because that's always been the "problem" with the Fighter, and there are people like it. There are also people that complain bitterly about how there's not more flavor or "things to do other than fight." The Fighter is defined by fighting. The rogue has always had a theif-y, temple raider flavor to it.
Cunning Action just lets you do some things faster. You can use it for a wide variety of rogue-stuff. Dont' like the pick-pocketing, then don't use it. Thief tools are useful for temple exploring, and that's a huge part of the rogue class in any edition, but you're not forced to use it. You can't be a generic rogue without offering their use.
Why the obsession with alchemist? That's not a traditional rogue thing. And, no, an actual thief is the iconic rogue in at least half of fantasy. You can't ignore it, because its so iconic.
What are you looking to get from a generic Rogue subclass? Depending upon what you want, you're probably better off just taking the first couple of levels of Rogue, then multiclassing to Fighter (Champion) or another class that supports your chosen archetype, and using feats to bolster your skillset.