The Rogue class in Dungeons and Dragons is an intriguing take on a physical combatant that uses stealth and cunning to get the upper hand. However, even with the ability to inflict devastating sneak attacks and master stealthy infiltration, there is still room for improvement as D&D moves from 5E to 6E.
Some of the more obvious changes could include giving Rogues additional armor or hit points to make them more durable when fighting one-on-one. That being said, throwing heavy armor on a stealthy character could disrupt the balance in Dungeons and Dragons. Improving any class in 6E will need to go deeper than simply removing any negatives.
Should Dungeon Masters Play RAI or RAW in Dungeons and Dragons?
An important part of building any character for a D&D campaign is balancing combat effectiveness with other abilities that can push an adventure forward. In the lore for Rogues, these characters are meant to be sly, cunning tricksters, but their class features and proficiencies don't exactly follow the same guidelines. More often than not, the best ways for Rogues to interact outside of combat is by sneaking through closed-off spaces. It's more about not being seen than it is about fast-talking through conversation.
Non-combat class features might appear boring on the surface, but they can have a huge impact on an overall story. A skilled DM can also make spoken interactions have an even larger impact on combat encounters than levels and equipment. In that case, giving Rogues the ability to fast-talk through conversations, either through a class feature or additional proficiency, could help with writing compelling D&D campaigns around a character's lies and the consequences of them.
Ask any Ranger, Wizard, or Bard how to keep
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