Black Dougal |
With all the skills and skill points rogues have at their disposal, you might expect to see a lot of variety from one rogue to the other, but it seems they almost always end up with the same classic 'thief' skills. Has anyone tried something different? How did it work out?
Yes, I had a character start age of worms with 18 charisma and max bluff, diplomacy and intimidate, as well as appraise and forgery, knowlege local, gatherinformation and sense motive.
She was playing a high elf in the service of Eluvial moon-meadow, basically his spy about town...it worked brilliantly since the player was somewhat eccentric and got the party involved in many crazy side quests..
JStrong |
My friend plays a "rouge" Who has skill pts in just about everything. He doesnt pickpocket because he refuses to stoop to the level of a common theif. He is a member of the Theives guild and has never actually pulled a heist. He Is more at home in a dungeon than prowling the rooftops. He pumped up his ranks in every skill possible, 13 skill pts a level is no problem. I think he thinks of himself as a master theif because at his level now he is more talented then the rest of the theives guild. He refuses to become the man though.
Aubrey the Malformed |
I think most "rouges" go with the standard 1E-style skill sets because that is what is required to survive in a dungeon. You can live without the Intimidate skill - it's tough to open a lock or disarm a trap, however, without the appropriate skills and that could kill you.
If greater emphasis is given non-dungeon environments then the other aspects come to the fore. For my campaign I created the characters, and one of them was a spy for the Inquisition of the Silver Flame - a rogue with emphasis on social skills (Bluff, Intimidate, Diplomacy) and less on the dungeoneering. That said, the player whines constantly that he doesn't have Tumble, Open Lock, Disable Device (but then thinking outside the box is not that player's speciality, bless him).
Syrinx |
I think most "rouges" go with the standard 1E-style skill sets because that is what is required to survive in a dungeon. You can live without the Intimidate skill - it's tough to open a lock or disarm a trap, however, without the appropriate skills and that could kill you.
Indeed. I cannot fathom a Rogue character without high levels of Search, Disable Device, or Open Lock in a standard game, UNLESS there is more than one Rogue in the party. Then, with the trap-finder covered, the other Rogue can feel free to do the other things the Rogue class has every right and capability to be.
Unfortunately, with the prevalence of dungeons in the game (it IS called "Dungeons and Dragons" after all), those skill sets are just too darned handy not to have. It is possible, however, to have a "Face" man in the party and not have him/her be a Bard (though if there's already a Rogue in the party, the second one tends to take the Bard class as a fill-in just because).
Syrinx
Rezdave |
Has anyone tried something different? How did it work out?
I frequently use the Rogue class (I was glad to see the name "thief" go away) as a PC version of the Expert class, which I also use heavily.
My campaign just lost the Player of a "Charisma Rogue" (vs. a Dex Rogue). I've actually considered splitting the classed Skills sets into two groups, or giving Rogues a "pick 15 from the above" similar to Experts.
Anyway, playing in a primarily urban setting, he was an apprentice bookbinder turned explorer who over the levels turned linguist, cartographer and diplomat. He was the ultimate "Get Info" character, and got the party out of a lot of binds (oops, pun unintended and only caught on proofread).
He spent no points in the usual Open Lock, Hide, etc. type of stuff. He also had no use for Sneak Attack bonuses, so I let him trade them (basically like a fighter's open Bonus Feat slots) for things like classing the Speak Languages skill (I use a 5-point scale inspired by the "V-for-Victory" Polyhedron mini-game with a separate point required for Literacy) or the ability to take Knowledge, Bardic.
He eventually began picking up (archer) Ranger levels as the campaign went "off-road" and he was less diplomat and more explorer/cartographer. No, I don't apply standard multi-classing XP penalties so long as your PC sticks to a pre-determined concept and maintains a specific max "ratio" between classes to achieve that concept, but he was Human anyway. He then got unintentionally turned into a werewolf, and opted to take a class level of that (per a Dragon mag. article) so he could attempt to resist his bloodlust and have some hope of controlling his shape. Finally, we interspersed a couple Expert levels to cover several years of non-adventuring downtime when the party was attending to other careers.
By 14th level he was Rog4/Rgr7/Wwf1/Exp2 with 0 ranks of Open Locks or Sleight of Hand but +17 Diplomacy, +12 Gather Info, +10 Research (a homebrew library version of GI), +13 Geography and a heavily synergized +20 Bardic Knowledge. He spoke 7 languages fluently (on a 5 pt. scale, remember) and had a wide circle of highly placed noble and diplomatic contacts around the region.
Incidentally, this party never had a trap-finder rogue. Luck, guesswork, long poles and high-Con. PCs on point negated the need. Of course, it helped that many of their adventures were urban, political or in natural caves and crude mines rather than traditional engineered dungeons, but then again the party was smart enough to play on its strengths when selecting what local rumors and adventure hooks to pursue at the local tavern.
As mentioned, the Player recently moved and left the group. We all miss he and the PC, who despite a reputation for falling to 0 or neg. HP at some point on every adventure (granted a holdover from early-level melee, which he quickly learned to avoid) proved an incredibly valuable PC. His loss is already being felt on the first adventure where the party is trying to bring their weapons across the border to fight an old nemesis, but is turned back by the guards of this nation with a heavily fortified border (think the Iron Curtain or even Berlin Wall). Yes, they could teleport across the border, but then eventually they will come across a checkpoint or patrol and not have travel papers, and have already learned that even at their levels, any king can easily hire still-more-powerful champions to defeat them. Besides, they belong to a secret society that wants them to keep a low profile by following the rules.
Yep, we miss our no-traps-but-lots-of-diplomacy Rogue.
Rez
Tatterdemalion |
I think most "rouges" go with the standard 1E-style skill sets because that is what is required to survive in a dungeon...
And it's not beside the point that rogues get about as many skill points per level as there are classic rogue skills :/
I applaud those that break with generic skill sets for rogues, but those players definitely make sacrifices in terms of dungeon-useful skills.
Jack