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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What's a rogue to you? Question on the relevance of a class.
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<blockquote data-quote="Doug McCrae" data-source="post: 5891686" data-attributes="member: 21169"><p>You have a point. The problem is the wizard, and the other main Vancian casters - the cleric and druid - have too many spells to select from. So they can go all exploration on an 'exploration day' and all combat on a 'combat day' and be better than the rogue or the fighter.</p><p></p><p>This is one reason why I prefer the sorcerer style of casting - it forces the casters to be 'this' and not 'that', to be about as limited as the fighter and rogue are, and so have to rely on their team-mates. Another advantage is that it makes each individual caster a lot more flavorful. Sorcerers are really what specialist wizards should be, but aren't.</p><p></p><p>I've lately developed a particular dislike, when playing/running points-based rpgs such as Mutants & Masterminds, of players creating characters who can do everything. Sadly this is all too easy in M&M, by means of alternate powers. They'll go for a very broad theme, which justifies being able to excel at every aspect of the game - combat, movement, healing, investigation, npc interaction - they can do it all, and sometimes better than a character who can only do one thing, due to the vagaries of the system.</p><p></p><p>It is possible, I think, to create balanced classes that are unbalanced on the triple axis - AD&D fighters and thieves are reasonably well balanced against one another for example. It's the 'one-man party' characters that need to die in a fire, in my view. I hates them! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5891686, member: 21169"] You have a point. The problem is the wizard, and the other main Vancian casters - the cleric and druid - have too many spells to select from. So they can go all exploration on an 'exploration day' and all combat on a 'combat day' and be better than the rogue or the fighter. This is one reason why I prefer the sorcerer style of casting - it forces the casters to be 'this' and not 'that', to be about as limited as the fighter and rogue are, and so have to rely on their team-mates. Another advantage is that it makes each individual caster a lot more flavorful. Sorcerers are really what specialist wizards should be, but aren't. I've lately developed a particular dislike, when playing/running points-based rpgs such as Mutants & Masterminds, of players creating characters who can do everything. Sadly this is all too easy in M&M, by means of alternate powers. They'll go for a very broad theme, which justifies being able to excel at every aspect of the game - combat, movement, healing, investigation, npc interaction - they can do it all, and sometimes better than a character who can only do one thing, due to the vagaries of the system. It is possible, I think, to create balanced classes that are unbalanced on the triple axis - AD&D fighters and thieves are reasonably well balanced against one another for example. It's the 'one-man party' characters that need to die in a fire, in my view. I hates them! :) [/QUOTE]
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What's a rogue to you? Question on the relevance of a class.
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