| MuddyVolcano |
Back in 1 and 2nd edition DnD, the rogue was the only class who could find and remove traps. Fast forward, and the rogue is often associated with these things.
That the rogue has an ability isn't a bad thing, you know? It's when those abilities encourage/force the rogue to operate separately from other party members, that combination can sometimes make it seem as though "solo adventure" is a class feature. A wizard might be the only one who casts a spell--but scouting, investigating, is an activity worthy of an adventure, or a subset of an adventure.
The emphasis on solo skills that encourage solo adventuring encourages the GM to handwave most of the scouting mission or other solo activity--since the scouting involves only one character. This unintentionally ends up cheapening some class abilities.
The rogue himself or herself though, isn't the only culprit. It's less fun when Clank McClanksaLot has only 2 skill points per level and gets labeled as a "liability" and "can only hit things."
Addressing it doesn't mean making every class the same, and I've got faith in Paizo to address it going forward. So long as we're "going back to Core," though, it brings up memories of the old solo adventure problems. Consider this my hope that those don't come back!
It's with especially the new classes, which possess more flexibility and create fewer issues; everyone has their own way to contribute, making it much less likely someone can feel locked out of part of an adventure. Losing those classes makes me somewhat concerned, even if we may regain them later on.
The rogue is an excellent debuffer, sneak, a skill expert. The "solo rogue" though, is an old issue. It would be nice to see it lessened or addressed in some way from the core forward.
Consider this thread my statement of concern. :D
| Cantriped |
They've also indicated that "Trapfinding" won't be such an arbitrarially necessary and yet uncommon class feature (less than 10% of character classes can even acquire it). Further, changes to the rules for stealth and perception are aiming to make subtrefugue a more party-friendly tactic. So in theory, it is being the most agile and skilled the defines the rogue. Not a single, niche permission to go on 'solo' adventures.