Rogue (Dungeons & Dragons) - Party Duties

Party Duties

Rogues are deadly but somewhat vulnerable physical combatants. Their combat abilities are similar to those of the monk or the cleric, but they have relatively low Hit Points (1d6 per level) and are proficient only with fairly low-damage weapons. What advantages they have rely on high Dexterity, which augments their armor class and missile weapon aim, and in the Third Edition can be applied to such melee weapons as a rapier using the "Weapon Finesse" feat. The bulk of their skills are also improved by better Dexterity or Intelligence. As such rogues should have high values in one or both of these attributes. In the third edition, they should also have high Charisma, since they have several skills dependent on it as well.

Rogues are not typically intended to act as front-line soldiers, but are instead meant to flank enemies. There they use their unique abilities to inflict great injury to the enemy. A well built rogue is capable of surpassing many other classes in terms of melee-damage, when the rogue is able to gain a special advantage over a target.

The most effective way of using a rogue's combat abilities is to position him or her in the back of the party, in the shadows at the fringes, or a like position with a bow. Using the hide skill to evade notice, the rogue can then sneak attack enemies within thirty feet and, in theory, not get damaged in the process. The disadvantage of this method is that that the bow rate of attack is lower than that of a melee weapon. Alternatively, the rogue can fight using two weapons and hence get multiple sneak attacks dealing extraordinary damage. Rogues are especially effective at eliminating enemy casters at the onset of battle due to their ability to sneak close and surprise the spell casters, who normally cannot survive a sneak attack due to them having low HP. Outside of combat, however, the rogue's role is determined largely by their skill selection. For example, although most rogues disable locks and traps, one rogue might be an acrobat who relies on climbing and balance skills, while another might rely on his ability to read obscure texts and use magical items.

Quite aside from their combat ability, having a rogue in the party is often essential in order to deal with traps, secret doors, and other mechanical contrivances that may impede the party's progress. Of course, some players can be trapped into believing that this is the sole reason for the class and neglect other benefits rogues can offer. They can be employed in scouting and intel, persuasion and barter (friendly or otherwise), and with a wealth of skill points, high-Intelligence rogues can turn their hand to almost anything. In the third edition, class abilities such as evasion and uncanny dodge, and skills such as tumble, can leave them unscathed in the face of hazards which would cripple a fighter or other conventional tank.

The value of rogues lies in the fact that they are versatile in numerous situations, including the cunning circumstances other characters may not be equipped to exploit.

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