D&D 5E Want a better Rogue? Build a Wizard. Or why play a Rogue?

Fair enough. Not here to argue DPR or really to argue at all ;)

I would take a wizard over a rogue for most combats, but your point is understood.

It's not just about damage. Uncanny dodge and evasion give a lot of survivability. Cunning action is what makes rogues fun in combat.

Wizards definitely have their own strong points but different aspects of the game competing for the same resource (spell slots) tends to negatively impact them in ways a rogue simply ignores.
 

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Wizards are the ultimate swiss army knife for 5e. They're the most versatile class in my opinion.

So does a wizard make a better rogue than a rogue? Yeah, maybe, in the short term. But that's not a rogue thing, because they can do that for many classes.

Wizards can be one of the top healers by using spells like rope trick and tiny hut to allow the party to use hit dice without fear of attack from wandering monsters, or spells like polymorph to turn that guy with 1 hp left into a giant ape with 157 hit points.

Wizards can be one of the top damage dealers like a barbarian with use of damage dealing spells like fireball.

Wizards can be one of the top defenders with spells like wall of force.

Wizards are the top controller in the game, with spells like web or slow.

Wizards can serve the role of almost any class. It's not just rogues. But they cannot serve all the roles at once. They're all the classes, with the major limitation of spell slots. What the rogue or barbarian or fighter can do all day, they can only do a very limited number of times.
 

I am no expert on the game. I understand if thematically you want to be a rogue for role playing reasons or char concept I respect that. I think the original poster's points are two fold I think. First if a Rogue is off scouting a lot, that is no fun for the party. Second, the core things that make a rogue rogue-ish can be nearly duplicated by a wizard spell should the need arise.
  • There has been a lot of talk about the invisibility spell. Aren't there a lot of other spells to scout an area besides just invisibility?
  • A rogue being an effective scout is honestly boring for the rest of the party. If your rogue is sneaking off to scout or try to assassinate someone on their own the rest of the party is basically watching from the sidelines for several minutes at a shot. Doing this multiple times in an adventure is a snooze fest.
  • The damage that a rogue deals is not as significant as everyone seems to believe. It's about on par with a sword and board fighter. If your rogue is using cunning actions, which is a great tool, then his damage is cut down even more as he can't bonus attack with his off hand.
  • Certainly if the party is encountering multiple locked doors per long rest then i guess you need a rogue to roll his d20 to unlock the lock. Maybe that's fun for some.
  • Evasion is great. Be a monk.
  • In the end it probably just depends on your campaign. If you are heavy on combat then a rogue won't really shine. If the campaign is a lot of social interaction and haggling with an NPC to save 2 silvers on your 10 ft pole then a rogue might be more fun.
 

I am no expert on the game. I understand if thematically you want to be a rogue for role playing reasons or char concept I respect that. I think the original poster's points are two fold I think. First if a Rogue is off scouting a lot, that is no fun for the party. Second, the core things that make a rogue rogue-ish can be nearly duplicated by a wizard spell should the need arise.
  • There has been a lot of talk about the invisibility spell. Aren't there a lot of other spells to scout an area besides just invisibility?
  • A rogue being an effective scout is honestly boring for the rest of the party. If your rogue is sneaking off to scout or try to assassinate someone on their own the rest of the party is basically watching from the sidelines for several minutes at a shot. Doing this multiple times in an adventure is a snooze fest.
  • The damage that a rogue deals is not as significant as everyone seems to believe. It's about on par with a sword and board fighter. If your rogue is using cunning actions, which is a great tool, then his damage is cut down even more as he can't bonus attack with his off hand.
  • Certainly if the party is encountering multiple locked doors per long rest then i guess you need a rogue to roll his d20 to unlock the lock. Maybe that's fun for some.
  • Evasion is great. Be a monk.
  • In the end it probably just depends on your campaign. If you are heavy on combat then a rogue won't really shine. If the campaign is a lot of social interaction and haggling with an NPC to save 2 silvers on your 10 ft pole then a rogue might be more fun.
There are things you can use in conjunction with arcane eye to scout a mile radius over time without moving from your post. Arcane eye is the size of an eyeball (an actual human eyeball. So REALLY small) and its invisible. Its also silent. And it flies. So thats not a mile radius disk. Thats a mile radius sphere. Also this claptrap about a wizard not being able to rogue all day is sillyness. With how many encounters a dat the average rp group actually does they easily can do it all day if they are smart about it. And one would assume a wizard who is built to be a rogue and not at all for the purpose of a wizard is obviously going to be spending their feats with this in mind. So they will likely have archery too and a bunch of other stuff.

So to confirm your suspicion. Yeah. There are good scouting options. Better options than the rogue has as a matter of actual fact.
 

Is a rogue worthwhile of one of those spots? That is the question, in a sense, my player has posed. If you can mostly cover that niche with another mainstay

I had the same considerations as your player, when I received an opportunity to play a character, with a group of players new to the hobby.

I decided to go with a Dragonmarked House of Shadow Elf as a race, and for a class I chose to be a Cleric of Trickery.
Having a 18 Dex, proficiency in Stealth, (often with a bonus 2d4 to Stealth checks), good Perception and proficiency in Thieves Tools, I figured I could fulfill both roles.

The second session, another player joined the game with a Rogue character, intending to become an Inquisitive subclass character.

Being able to sneak, and picking locks is not all a Rogue does in 5e.

My cleric can probably get higher Stealth rolls than Rogue, but without Cunning Action, one cannot really Hide, efficiently in combat.

Cunning Action means a Rogue can choose to run like a monk with a bonus action, Hide like a mofo, and Disengage at will.

D8 Hit Dice and Uncanny Dodge means a Rogue that chooses not to Disengage or Hide, can tank on the front line...at will. Evasion makes Rogues, survival masters.

A Wizard just does not compare. It requires too many spell slots to emulate what a Rogue does, and one can only do it in spurts. The Rogue does it for every encounter.

In the case of a Wizard, it will take a village, as Expeditious Retreat and Stoneskin are both Concentration spells.

Listen to Ashrym, on this, his posts are certifiably true, in this thread. (as are others).

The Rogue may not seem sexy on paper, in play, however, the class is a tactical beast, and great fit for a creative player.
 


The damage that a rogue deals is not as significant as everyone seems to believe. It's about on par with a sword and board fighter. If your rogue is using cunning actions, which is a great tool, then his damage is cut down even more as he can't bonus attack with his off hand.

At 3rd level the Inquisitive Rogue is doing 13 points of damage with a Shotbow and Sneak Attack and 16 Dex. This is nearly on par with a Greatsword Fighter.

The lack of extra attacks, does hinder a Rogue’s DPS over time,
but a Rogue is like a Predator drone, able to strike with lethal precision and get away.
You don’t need a H-bomb, when a Cruise Missile will work fine.
Evasion is great. Be a monk.
Evasion plus Uncanny Dodge is better.
In the end it probably just depends on your campaign. If you are heavy on combat then a rogue won't really shine.

Tactical Flexibility and being able to ‘hit for the cycle’ in terms of action economy, is extremely beneficial in actual play. Continual usage of Action, Bonus Action, Reaction each and every turn, over the adventuring day, is very productive.

If your style of game, is fights on flat surfaces, with no elevation changes, no difficult terrain, etc...maybe, the above quote might be somewhat valid.

Otherwise, when the Fighter is trying to run and jump across the ice field, and scale the icy hill to reach the Beur Hag, the Rogue will already be there.

Pogre, I have seen your miniatures and terrain photos since the 3e days. The type of Flatland combat, Attila is describing, does not match with your Hirst-Art Fu.

No offense intended, Attila!
 
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I am no expert on the game.

Self-awareness is always a good thing. :D

I understand if thematically you want to be a rogue for role playing reasons or char concept I respect that.

Wanting to play a rogue for RP reasons is the place to start but is beside the point. The discussion was on capability.

First if a Rogue is off scouting a lot, that is no fun for the party.

That's not rogue specific. It applies to any class that isn't doing anything for a period of time.

Second, the core things that make a rogue rogue-ish can be nearly duplicated by a wizard spell should the need arise.

That's not actually true, which is what was being pointed out. Wizards do not find and disarm traps well. Charms are useful short term but normally have issues later. Some specific spells have already been addressed and debunked, and no further evidence contradicting how those spells fail to compare to rogues has been given.

There has been a lot of talk about the invisibility spell. Aren't there a lot of other spells to scout an area besides just invisibility?

Invisibility is better for bypassing encounters than actually scouting. It was brought up a lot because it's part of the opening post. There are other spells and some are very useful but they still cost resources and there's more to rogue's than scouting ahead.

A rogue being an effective scout is honestly boring for the rest of the party. If your rogue is sneaking off to scout or try to assassinate someone on their own the rest of the party is basically watching from the sidelines for several minutes at a shot. Doing this multiple times in an adventure is a snooze fest.

Still no different than watching the monk, ranger, bard, DEX fighter, doing it. Or invisible wizard.

The damage that a rogue deals is not as significant as everyone seems to believe. It's about on par with a sword and board fighter. If your rogue is using cunning actions, which is a great tool, then his damage is cut down even more as he can't bonus attack with his off hand.

Rogues do a lot of damage by adding an additional sneak attack somehow on off turns. We can post maths if you want but compared to a wizard, rogues kill it with sustained damage.

The point of TWF on a rogue isn't the damage from the attack. It's the damage from the sneak attack if the first attack misses. If the first attack hits then the off-hand damage is a minor consideration over using cunning action.

Certainly if the party is encountering multiple locked doors per long rest then i guess you need a rogue to roll his d20 to unlock the lock. Maybe that's fun for some.

Because NPC's don't lock away their valuables? Multiple locked doors and chests is pretty normal. Some adventures have a lot. It's irrelevant though because having a rogue without any time constraint can pretty much ignore them as done. It's detecting traps and disabling them that becomes more relevant.

Evasion is great. Be a monk.

That doesn't make any sense. It doesn't grant cunning action, uncanny dodge, reliable talent, extra proficiencies, expertise, and various other abilities rogues possess. Rogues aren't a single good ability.

In the end it probably just depends on your campaign. If you are heavy on combat then a rogue won't really shine. If the campaign is a lot of social interaction and haggling with an NPC to save 2 silvers on your 10 ft pole then a rogue might be more fun.

Except rogues do well in combat for the reasons given with the abilities listed in this thread.

10' poles don't even exist in 5e but a discount haggling doesn't relate to the risk criteria in the favors example. As a player, I take actions that trigger the DM's determination of the outcome. If I take a lot of actions that involve social interaction then that increases social interaction in the campaign. If the DM uses a tight rein on the campaign blocking that type of play I would just apply my expertise elsewhere and still have an advantage as a rogue.

There are things you can use in conjunction with arcane eye to scout a mile radius over time without moving from your post. Arcane eye is the size of an eyeball (an actual human eyeball. So REALLY small) and its invisible. Its also silent. And it flies. So thats not a mile radius disk. Thats a mile radius sphere. Also this claptrap about a wizard not being able to rogue all day is sillyness. With how many encounters a dat the average rp group actually does they easily can do it all day if they are smart about it. And one would assume a wizard who is built to be a rogue and not at all for the purpose of a wizard is obviously going to be spending their feats with this in mind. So they will likely have archery too and a bunch of other stuff.

The speed and range of vision the eye has does not cover that radius. It only moves 30' with 30' vision. That crosses a 2 mile diameter about 1.5 times per casting if I'm remembering non-metric distances correctly.

Where arcane eye fails is that it essentially maps out terrain over time but doesn't give any information other than sight, takes quite a bit of time, and costs concentration. It also doesn't give any bonuses to perception (or other checks) getting back to wizards still having to use the ability checks.

Using it all day costs several high level slots just for the time, but more if the wizard ever wants to use a ritual or concentration on something else.

Arcane eye is an example of an excellent spell regardless. Divination is a strong ability in general. But there's more to playing a rogue than scouting. ;)

I find it pointless to waste spell slots (which are limited and useful for other things) instead of using ability checks and skills that also get the same job done (getting back to one of the things that makes bards good).

summary: skills and ability checks are for accessible than they have been in the past, and spells are restricted in a lot of ways.
 

The speed and range of vision the eye has does not cover that radius. It only moves 30' with 30' vision. That crosses a 2 mile diameter about 1.5 times per casting if I'm remembering non-metric distances correctly.
if you look back at my post i said in order to pull off what i said you would need to use this spell in conjunction with some things to get that range. That heavily implies MORE THAN JUST ARCANE EYE ON ITS OWN.
 


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