Are Rogues useful in MoH? [Archive] - Wizards Community

Post/Author/DateTimePost
waytoomuchcoffee

08-12-05, 07:04 PM
Of course, anyone that plays LG knows what I mean here. Will I create a rogue only to find no traps (or traps so far above my capabilities, even maxed out with Skill Focus that they were seemingly put in by an author just to taunt me), with all enemies either undead, plants, constructs and all other combinations of things I won't be able to sneak attack?
Marcia_S

08-14-05, 08:23 PM
I've only played a handful of MoH mods, so far, but rogues are generally useful, even if there aren't any locks or traps. In the DM's Marks that I've written I try to include traps and/or locks that need to be overcome to complete the mod. The last one I wrote even had one entire "track" that required rogue skills. The group I ran had no rogues, so they chose the combat track, but I had made allowances for skills to make a difference.

Don't forget that rogues also get sneak attack, tumble, decipher script, bluff/intimidate, and some knowledge skills. You can make a place for yourself if you want to play a rogue.

Marcia
Sieylianna

08-14-05, 09:31 PM
Of course, anyone that plays LG knows what I mean here. Will I create a rogue only to find no traps (or traps so far above my capabilities, even maxed out with Skill Focus that they were seemingly put in by an author just to taunt me), with all enemies either undead, plants, constructs and all other combinations of things I won't be able to sneak attack?

I've played 7 of the MoH events with my elven rogue so far and the campaign seems more rogue-friendly than LG. Of course, individual modules will vary, but the last couple would have been very difficult or impossible to complete without a rogue.

Ed