Roberta Yang wrote:
Indeed, we should stop trying to shore up the rogue's weaknesses and focus on the rogue's positive qualities, which are as follows:
> Almost as many skill points as bards and wizards
> Doesn't have a d6 hit die?
> I'm drawing a blank here
Rogue 8, Bard 6: 8>6 = win for rogue.
Rogue 8, Sorc/Wiz 2: 8>2 = win for rogue.
Even with an 18 int the Wiz gets 2+4+1(favoured class) = 7. A Rogue would need an 8 intel to get the same.
The problems with the rogue class stem purely from all the splat books. If you use purely the core players guide then nothing comes close to doing what the rogue can do. Rogue is the only one of the core classes that gets disable as a start. It has the highest number of skill points, with the Bard only taking over at higher levels due to versatile performance - which is pretty fruity, but has got a massive overlap with the skills that the performances cover. Personally I find a well built, well played rogue can be a massive boon to any party. Generally it is only when you make one thinking that you are going to be the uber killing machine that you get dissapointed.
Rogues are support characters, they can easily cover ranged, traps, scouting, melee, be the socialite and via umd be a useful wand / scroll user for buffs and healing. Hell in the last game session we played my level 2/1 (rogue/bard) used a magic missile wand to kill a mob that had a fairly hefty DR/magic and we had no magic weapons, so things were looking pretty touch and go. In a previous session our cleric was on negative hit points and I was able to umd a wand of cure light to get him back up (pre bard level).