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Which 3.5 class do you think is the weakest?
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<blockquote data-quote="Kalendraf" data-source="post: 1619079" data-attributes="member: 3433"><p>I voted rogue. Why? Of all the classes in the campaigns I DM, that's the one class that has had the most deaths, injuries, and other various catastrophes occur. </p><p></p><p>A) Theoretically, the rogue's sneak attack damage should kick butt. However, unless they surprise their foe, trying to flank an opponent can lead to dangerous melee situations where the rogue's wimp d6 hit points and light armor just don't hold up very well.</p><p></p><p>B) Sneak attack is worthless against many fairly common enemies such as undead. Constructs and Elementals are also immune, but likely to be faced less often in a typical campaign</p><p></p><p>C) Weak fortitude and will saves make them susceptible to some of the worst types of spells or effects. Typically, those are all-or-nothing kinds of saves where you either save or die. Reflex saves can also function that way with enough damage, but the rogues typically high dex + improved evasion usually means they don't take much damage that way.</p><p></p><p>D) Their skills force them into dangerous situations. The rogue is one of the few classes that make good scouts, and the often the only option for disarming dangerous traps. Hence, they are usually nominated to go into dangerous areas and all it takes is one missed skill check to bring a gruesome death.</p><p></p><p>In some campaigns, I'm sure the rogue can be highly successful. The campaigns I run tend to be fairly normal, IMHO, and the rogues have had trouble due to the reasons listed above. A cautious rogue can survive, hanging back and using arrows, but that typically makes them less effective in dealing damage compared to other classes. Eventually, the rogue is going to have to wade into melee, probably getting crunched if he doesn't drop his target in 1-round. A rogue could also refuse to scout ahead or to disarm traps, but then the party is likely to ask themselves why they even bothered to bring him/her along.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1619079, member: 3433"] I voted rogue. Why? Of all the classes in the campaigns I DM, that's the one class that has had the most deaths, injuries, and other various catastrophes occur. A) Theoretically, the rogue's sneak attack damage should kick butt. However, unless they surprise their foe, trying to flank an opponent can lead to dangerous melee situations where the rogue's wimp d6 hit points and light armor just don't hold up very well. B) Sneak attack is worthless against many fairly common enemies such as undead. Constructs and Elementals are also immune, but likely to be faced less often in a typical campaign C) Weak fortitude and will saves make them susceptible to some of the worst types of spells or effects. Typically, those are all-or-nothing kinds of saves where you either save or die. Reflex saves can also function that way with enough damage, but the rogues typically high dex + improved evasion usually means they don't take much damage that way. D) Their skills force them into dangerous situations. The rogue is one of the few classes that make good scouts, and the often the only option for disarming dangerous traps. Hence, they are usually nominated to go into dangerous areas and all it takes is one missed skill check to bring a gruesome death. In some campaigns, I'm sure the rogue can be highly successful. The campaigns I run tend to be fairly normal, IMHO, and the rogues have had trouble due to the reasons listed above. A cautious rogue can survive, hanging back and using arrows, but that typically makes them less effective in dealing damage compared to other classes. Eventually, the rogue is going to have to wade into melee, probably getting crunched if he doesn't drop his target in 1-round. A rogue could also refuse to scout ahead or to disarm traps, but then the party is likely to ask themselves why they even bothered to bring him/her along. [/QUOTE]
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Which 3.5 class do you think is the weakest?
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