The rogue never gets multiple hits per round like the fighters.
The only thing that scales is their sneak attack and that requires special circumstances to use. Normally help of some kind. Its definitely not a base damage ability.
The only thing that the rogue gets that represents his level is his proficiency bonus.
I've played games like that too and in most of them, the defense boost is something that requires you to make an action (like a dodge roll) against specific attacks and is not a passive bonus that applies equally to all attacks every round. And also in most of those games there is no way (or at least no easy way) to seriously improve your base durability to any significant extent. Also, they tend to be games where combat is significantly more lethal that D&D, where even taking damage can leave a character permanently.
To a large degree that's because realistic humans don't get significantly tougher with increased skill, they just get better at not being hit, and an awful lot of games are reactions to perceived realism/suspension of disbelief issues with D&D. Systems that don't even pretend to be about realistic humans, such as Champions (my first non-D&D RPG) don't have any of the traits you mention.
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The rogue never gets multiple hits per round like the fighters.
The only thing that scales is their sneak attack and that requires special circumstances to use. Normally help of some kind. Its definitely not a base damage ability.
The only thing that the rogue gets that represents his level is his proficiency bonus.
To a large degree that's because realistic humans don't get significantly tougher with increased skill, they just get better at not being hit, and an awful lot of games are reactions to perceived realism/suspension of disbelief issues with D&D. Systems that don't even pretend to be about realistic humans, such as Champions (my first non-D&D RPG) don't have any of the traits you mention.