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What is the "Generic" Rogue?
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<blockquote data-quote="Minigiant" data-source="post: 6687577" data-attributes="member: 63508"><p>I agree. The fighter's situation is a bug not a feature. But almost half the D&D fanbase disagrees.</p><p></p><p>I don't really think a generic rogue subclass works in 5th and thus creation is unneeded as it is most likely doomed to failure by being unbalanced. There's little wiggle room to make a generic rogue due to its design. You'd have to be a master designer, not care about balance, or design a new class from scratch. </p><p></p><p>Personally, I see the thief as the iconic rogue. I would accept the thief as the generic rogue if it were not so tied to certain aspects of thievery and the D&D tropes of thieves. Not using the subclass features is not an option as those features are tied to the class' power. It is like telling the guy who wants to be an artificer to play a wizard and not cast offensive spells. Offensive spellcasting is part of the wizard's power.</p><p></p><p></p><p></p><p>Traditional. Smaditional.</p><p>Rogues who blow stuff up, chuck bombs, coat their weapons with special oils and toxins, and guzzle their own special brews are all over fantasy in modern media. Are we stripping out the elemental and shodow monk, the GOO warlock, dragon sorcerer, tempest cleric too?</p><p></p><p></p><p></p><p>I don't actual want a generic rogue.</p><p></p><p>I'm just asking if one needs to be made to fill in the many missing popular holes in the rogue subclasses that feats and subclasses don't fill. Especially if prior editions did them.</p><p></p><p>No roguish archetype features, feats, multiclass options, or variants for tumbling, balancing, escape artistry, potion brewing, oil mixing, minor alchemy, poison concentration, bomb making, sly flourishes, tightrope walking, pole vaulting, appraisal, trap making, script deciphering, rope use, information gathering, local knowledge, or reading of faces</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6687577, member: 63508"] I agree. The fighter's situation is a bug not a feature. But almost half the D&D fanbase disagrees. I don't really think a generic rogue subclass works in 5th and thus creation is unneeded as it is most likely doomed to failure by being unbalanced. There's little wiggle room to make a generic rogue due to its design. You'd have to be a master designer, not care about balance, or design a new class from scratch. Personally, I see the thief as the iconic rogue. I would accept the thief as the generic rogue if it were not so tied to certain aspects of thievery and the D&D tropes of thieves. Not using the subclass features is not an option as those features are tied to the class' power. It is like telling the guy who wants to be an artificer to play a wizard and not cast offensive spells. Offensive spellcasting is part of the wizard's power. Traditional. Smaditional. Rogues who blow stuff up, chuck bombs, coat their weapons with special oils and toxins, and guzzle their own special brews are all over fantasy in modern media. Are we stripping out the elemental and shodow monk, the GOO warlock, dragon sorcerer, tempest cleric too? I don't actual want a generic rogue. I'm just asking if one needs to be made to fill in the many missing popular holes in the rogue subclasses that feats and subclasses don't fill. Especially if prior editions did them. No roguish archetype features, feats, multiclass options, or variants for tumbling, balancing, escape artistry, potion brewing, oil mixing, minor alchemy, poison concentration, bomb making, sly flourishes, tightrope walking, pole vaulting, appraisal, trap making, script deciphering, rope use, information gathering, local knowledge, or reading of faces [/QUOTE]
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What is the "Generic" Rogue?
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