| Post/Author/DateTime | Post |
|---|---|
| TheSilentF09-27-04, 03:02 PM | My DM is an excellent dungeon writer, and has a very creative mind, however, he never seems to make dungeons that support rougue characters (FYI i play a rougue all of the time and he knows its my favourite class). All the doors he makes never have locks on them, there are never any traps and when there are they arent the ones that can be disarmed (basically puzzles). The only rougue-ish thing i get to do is steal from merchants (which isnt that bad) but it gets boring after a while. Ive tried telling him to incorperate more things to make the game interesting for a rougue, and he says ok but never does it. I can always stop playing with him and join a group at my local gaming shop, but they've all turned D&D into a bored game... Can someone please tell me what i should do to have more fun in the game or how to approach my DM without him blowing me off? (Oh, and i think its partly cause my Cleric is the kind of player who just bashes head first into doors without looking, so someone please tell me how to deal with that?) Thanks. |
| Gedrin09-27-04, 03:34 PM | First, stealing from merchants is a "theif" thing, not a rogue thing. ;) As for the dungeon stuff, just mention that you're not seeing a lot of "normal traps". The fact that most traps are puzzles is actually a lot of work for the DM, but the probable reason he does it is so that the whole party can be involved. Most traps are really just puzzles anyway (how do I open the door without setting off the trap?), and finding the secret button/lever/combination that opens the door is usually the aim. If you think one reason that traps aren't common is that the DM is accounting for the cleric's tendancy to bash first, you might want to suggest that the cleric gets certain abilities and resistances, and your character gets certain abilities and resistances. Giving the cleric "trap proof" as a special ability pretty much also makes all the skill points you put in disable useless. Just be sure to keep it light. |
| CzarGarrett09-27-04, 06:52 PM | Maybe you could go for more of a combat rogue rather than a utilitarian rogue. Be more likely to hit the sides of combat with all kinds of freaky feints, sneak attacks, tumbles, and the like instead of opening locks and searching for traps. |
| Phrennzy09-27-04, 07:36 PM | Print out what you just wrote and hand it to him. Nothing you wrote is mean or demeaning. In fact, it's compliementary. See what he says. A lot of 'problems' disappear when both sides discuss. |
| ConradBland09-27-04, 09:21 PM | You said you always play a rogue. Maybe the two of you could make a deal: he gives you lots of traps and pickpocketing options this campaign, and the next time you roll up a PC you do a druid or paladin, anything but a rogue. |