When are rogues "really" necessary anymore? if at all...

Whizbang Dustyboots said:
... since sometimes, people don't want to play a fighter/cleric/rogue/wizard.

See, but sometimes, people *do* want to play that (as evidenced by my Warlock 3 / Marshal 2 / Factotum 1 / Crusader 1).

No, the Rogue isn't required anymore, because their main abilities that were supposedly neccessary (Trapfinding and Disabling) are now also the purview of at least 6 other classes; more if you count the alternate Barbarian and Ranger class features in Dungeonscape.

-TRRW
 

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theredrobedwizard said:
No, the Rogue isn't required anymore, because their main abilities that were supposedly neccessary (Trapfinding and Disabling) are now also the purview of at least 6 other classes; more if you count the alternate Barbarian and Ranger class features in Dungeonscape.

-TRRW

Proliferation, it isn't just for plants anymore.
 

Rogues are still the prime skill-users in the game, outshining all other 8 skill points per level classes (and 6 for that matter) Bards can be a face, and Scouts have stealth down pat, but Rogues can do both. Rogues have at least 4 distinct skill sets to put points into, and they can excelle at 2 or maybe even 3 with a high Int build. No other skill calss can do so. And the main skill sets they lack, magic and knowledge, are usally filled by default by the spellcasters.
 

There will always be people who want to play skillmonkeys; Rogues are still enourmously popular in my games despite the availability of other options.
 

Salthorae said:
It really depends on what you're allowing in your game. If you allow every single thing from every book put out, yeah you can probably do away with rogues, but I've had characters toasted by so many traps in my gaming life that I wouldn't recommend getting rid of them entirely...

Sure your Cleric (if you have one) may be able to detect that mechanical trap ahead with Find Traps, but can he disarm it? Dang, too bad... and that's the only way out of the dungeon with a raging Terrasque behind you too...

So, either kill the monster or suck up the damage from the trap or just shrug and hand the DM your character sheet. Classes should be in the party because somebody wants to play one, not because somebody has to.

I think the most constructive way to look at this question is to break it down into what roles the rogue covers. Then we have to ask two questions: A) how valuable is this role, and B) does the rogue have a monopoly on the role?

The latter question can be answered handily with "only at very low levels when the party is short on magical resources". The vast majority of a rogue's functions are easily rendered obsolete by items and spells.

The former question requires a little more elaboration:

SCOUTING
The value of sneaking around is often brought into question. To sneak up on enemies, you have to separate yourself from all the party members who aren't good at sneaking. I'm sure we've seen enough horror movies to know how bad an idea splitting up can be. Often this means the rogue is all by himself.

In addition, only a minority of PHB races have darkvision (dwarf, half-orc), while virtually all monsters have it and just walk around in the dark all the time. This means that without some magic item or spell to provide darkvision artificially, the human, elven, half-elven, gnomish, or halfling rogue has to carry a light and that is pretty antithetical to stealth.

On top of all that, scouting slows things down, often unnecessarily. If a rogue doesn't come across a threat, then he's wasted time. Even more frustrating is scouting ahead and successfully locating a threat, only to consistently find that the threat could be handled with brute force kick-in-the-door tactics anyway. Remember, the concept of subtlety is antithetical to the nature of many gamers, who want the game to offer non-stop combat. They find iit more fun to sell their characters' lives cheaply in battle than sit around idly.

TRAP MITIGATION
Man, you don't have to read many of the web articles by WotC design staff to know that they regard traps as a legacy of a playstyle that they want kicked to the curb. To them, a dungeon is not best approached as some lethal enigma, a puzzle to be cautiously approached with a mixture or dread and wonder. Rather, characters should frolic in them like a cobweb-filled Chucky Cheese. Threats should be straightforward, non-combat obstacles should be circumvented by expending a modicum of resources and moving on. D&D is not Myst, it's Halo.

And this is not their sentiment alone. Again, many players come to the dungeon to kick butt, not to climb out of pits. The way many folks see it, traps are not fun. A weak trap is going to burn some insignificant resources and be pointless, while a nasty trap is going to burn a lot of resources and force the party to rest prematurely. Very rarely is a trap actually deadly. Many just do damage like a weapon attack, and 3e characters are tough enough to either get away from the source of the damage or just tough it out. Posion just does ability damage, which is lame because it's so rarely lethal but is always enough to make players want to curl up into a ball.

One thing I see a lot in WotC adventures these days is to present a trap as a mere stat blocked, basically boiling trap mitigation down to a Search/Disable Device check. How dull is that? Traps used to have a little personality to them. They had that puzzle-solving element that made them memorable. It's a real shame that's been "streamlined" away from so many adventures.

With both scouting and trap mitigation, it's pretty obvious that the DM is the key to the equation. Is he bothering to give the rogue a role in the party that's both useful and interesting?

So, there's two roles right there. What others are we looking at here?
 
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arwink said:
There will always be people who want to play skillmonkeys; Rogues are still enourmously popular in my games despite the availability of other options.

Note, however, the question is are they necessary, not popular.
 

In the group I play with the only class I have found to not be benifical unless cross classed with something else is the fighter. The only way to make the fighter not get boring in this campaighn is to cross class him with something else. It is not that we aren't combat heavy in the games it is just that there is also alot else going on and our group doesn't always shoot first ask questions later. Rouges are essential in our campaighn. If I had a nickle for everytime fo the last year and half or so that I have been playing my character where a rouge has saved our ass I would have alot of nickles.
 

Oh, that. We replaced our rogue with a druid with maxed out diplomacy and a bag of tricks (to detect traps). And the wizard has mount spell to detect traps as well. Druid spells and wildshape give incredible mobility and reconnaissance abilities (nothing like a house cat or mouse for recon), and the buffs the druid can do is great. And when in doubt the druid can gather information by asking the land itself or nature or the animals.
 

theredrobedwizard said:
See, but sometimes, people *do* want to play that (as evidenced by my Warlock 3 / Marshal 2 / Factotum 1 / Crusader 1).
Yeah, I meant that they didn't want to play one of the four required classes. And, lo and behold, the multiclass character you reference is none of those. ;)
 

delericho said:
In the core rules, Rogues have the unique ability to detect traps.QUOTE]

Detect traps isn't necessary. Any barbarian can just wade through traps like no tomorrow. Why is the rogue necessary again?

jh
 

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