Rogues are masters of skill checks. With reliable talent, they can not every roll less than a 10 (that is before any bonuses) on any skill check with which they have proficiency. With the changes to the feats in the 2024 rules, it is possible to have proficiency in every skill fairly easily (with multiclassing you can get all 18 skill proficiency by character level 5). Want to never fail a stealth check again? By higher levels your minimum roll with a skill you have expertise can be 25+. That's MINIMUM OF 25!
Another thing to think on: if you like big damage numbers, Rogues using sneak attack get some pretty awesome critical hit damage numbers. A level 19 Rogue using True Strike as their main attack with a Vicious Shortbow will be rolling 32d6 on a critical hit. It's fun as hell to pick up that giant pile of dice to roll your damage. Play as an Elf so you can take Elven Accuracy and use a Vex weapon, and you will get critical hits pretty often.
In the end, Rogues are probably the best scouts and skill masters in the game. They might not do as much sustained damage as other classes, but they can still hold their own while bringing all of that amazing utility outside of combat.
rogues are the party’s go-to problem solvers. They might not be the loudest or flashiest, but they’re always useful—whether you need someone to sneak ahead, pick a lock, disarm a trap, or deliver a clutch sneak attack in combat. They’re super skilled, hard to pin down, and don’t run out of steam like spellcasters do. Rogues are always ready to help, no matter what’s thrown at the group.
In party dynamics, rogues occupy a unique position as both specialists and generalists. They reliably handle specific challenges like traps and locks while also contributing substantial damage in combat without requiring resources. This versatility makes them one of the few classes that can genuinely claim to contribute meaningfully to all three pillars of D&D gameplay: combat, exploration, and social interaction
Basically, if you have a rogue in your party, you’re covered for all sorts of tricky situations. They keep things moving, save everyone’s bacon when things get dicey, and can handle just about anything without needing magic. Every party is better with a rogue on the team!
I love this game, but never saw the appeal to this class. please change my mind lol
Why have you never seen the appeal? People who love to play rouges probably see a lot of appeal and their passion and enjoyment might result in some obvious logical assumptions you don't have.
If you never, ever, ever, want to wear purple/yellow, then there is no way to convince you to be a LSU booster. There are basic assumptions you need to be neutral with, and a dislike/disdain may be so ingrained, nothing can get you to change.
If you truly want to be convinced, we need to know why the disdain?
rogues are the party’s go-to problem solvers. They might not be the loudest or flashiest, but they’re always useful—whether you need someone to sneak ahead, pick a lock, disarm a trap, or deliver a clutch sneak attack in combat. They’re super skilled, hard to pin down, and don’t run out of steam like spellcasters do. Rogues are always ready to help, no matter what’s thrown at the group.
In party dynamics, rogues occupy a unique position as both specialists and generalists. They reliably handle specific challenges like traps and locks while also contributing substantial damage in combat without requiring resources. This versatility makes them one of the few classes that can genuinely claim to contribute meaningfully to all three pillars of D&D gameplay: combat, exploration, and social interaction
Basically, if you have a rogue in your party, you’re covered for all sorts of tricky situations. They keep things moving, save everyone’s bacon when things get dicey, and can handle just about anything without needing magic. Every party is better with a rogue on the team!
To play devils advocate, you explain (well stated) why a party needs a rouge, but not why the original poster needs to be that class/role/etc. His question is about him, not why the game/party/etc. needs one.
Rogues get some of the mobility and flexibility of monks without requiring resources to use them. They also are capable of amazing damage and only need one hit to get it in. Finally, the expertises would be nice to have out of combat.
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"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"What do you mean? An African or European swallow?"
That's ok, I wasn't trying to convince him to play one directly, just hoping that by stating the strengths of the class that he might understand the appeal that would attract some players. If he doesn't want to play one after that, that's his business. It doesn't bother me :)
Rogues are great to multi-class with monk or ranger if you plan to play at an intermediate or advanced level. Monks and rangers get great attributes from levels 1-10, but they are less substantial afterwards. Rogue features (sneak attack, cunning strike, reliable talent, etc.) are similar with as a class with great level 1-10 features with level 11-20 being less useful.
One of my characters is a scout rogue / gloom stalker ranger. For combat, I have both extra attack from ranger and sneak attack from rogue. For skills, scout rogue gives my character survival and nature expertise while I can obtain proficiency in stealth and perception skills from ranger.
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I love this game, but never saw the appeal to this class. please change my mind lol
Rogues are masters of skill checks. With reliable talent, they can not every roll less than a 10 (that is before any bonuses) on any skill check with which they have proficiency. With the changes to the feats in the 2024 rules, it is possible to have proficiency in every skill fairly easily (with multiclassing you can get all 18 skill proficiency by character level 5). Want to never fail a stealth check again? By higher levels your minimum roll with a skill you have expertise can be 25+. That's MINIMUM OF 25!
Another thing to think on: if you like big damage numbers, Rogues using sneak attack get some pretty awesome critical hit damage numbers. A level 19 Rogue using True Strike as their main attack with a Vicious Shortbow will be rolling 32d6 on a critical hit. It's fun as hell to pick up that giant pile of dice to roll your damage. Play as an Elf so you can take Elven Accuracy and use a Vex weapon, and you will get critical hits pretty often.
In the end, Rogues are probably the best scouts and skill masters in the game. They might not do as much sustained damage as other classes, but they can still hold their own while bringing all of that amazing utility outside of combat.
rogues are the party’s go-to problem solvers. They might not be the loudest or flashiest, but they’re always useful—whether you need someone to sneak ahead, pick a lock, disarm a trap, or deliver a clutch sneak attack in combat. They’re super skilled, hard to pin down, and don’t run out of steam like spellcasters do. Rogues are always ready to help, no matter what’s thrown at the group.
In party dynamics, rogues occupy a unique position as both specialists and generalists. They reliably handle specific challenges like traps and locks while also contributing substantial damage in combat without requiring resources. This versatility makes them one of the few classes that can genuinely claim to contribute meaningfully to all three pillars of D&D gameplay: combat, exploration, and social interaction
Basically, if you have a rogue in your party, you’re covered for all sorts of tricky situations. They keep things moving, save everyone’s bacon when things get dicey, and can handle just about anything without needing magic. Every party is better with a rogue on the team!
Why have you never seen the appeal? People who love to play rouges probably see a lot of appeal and their passion and enjoyment might result in some obvious logical assumptions you don't have.
If you never, ever, ever, want to wear purple/yellow, then there is no way to convince you to be a LSU booster. There are basic assumptions you need to be neutral with, and a dislike/disdain may be so ingrained, nothing can get you to change.
If you truly want to be convinced, we need to know why the disdain?
To play devils advocate, you explain (well stated) why a party needs a rouge, but not why the original poster needs to be that class/role/etc. His question is about him, not why the game/party/etc. needs one.
Rogues get some of the mobility and flexibility of monks without requiring resources to use them. They also are capable of amazing damage and only need one hit to get it in. Finally, the expertises would be nice to have out of combat.
Homebrew: dominance, The Necrotic
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That's ok, I wasn't trying to convince him to play one directly, just hoping that by stating the strengths of the class that he might understand the appeal that would attract some players. If he doesn't want to play one after that, that's his business. It doesn't bother me :)
Rogues are great to multi-class with monk or ranger if you plan to play at an intermediate or advanced level. Monks and rangers get great attributes from levels 1-10, but they are less substantial afterwards. Rogue features (sneak attack, cunning strike, reliable talent, etc.) are similar with as a class with great level 1-10 features with level 11-20 being less useful.
One of my characters is a scout rogue / gloom stalker ranger. For combat, I have both extra attack from ranger and sneak attack from rogue. For skills, scout rogue gives my character survival and nature expertise while I can obtain proficiency in stealth and perception skills from ranger.