Last time I wrote about classes, I focused on the Fighter, Wizard, and Cleric. Today, I had thought to focus just on the rogue, but in looking back at the history of the rogue (or, in it's early days, the thief) I realized that they are more than just the class of skills and traps: they are the first jack-of-all trades.
In early D&D, the thief was largely inspired, as one might expect, by JRR Tolkien and Jack Vance. Tolkien is an obvious one: the first hobbit which the world came to know and love, Bilbo Baggins, was hired as a burglar. He moved quietly and had a quick wit, a sharp tongue, and a good eye. Jack Vance gave us Cugel the Clever, a man who fancied himself quick-witted, but who was more notable for being a con-man and a cheat.
D&D thieves can work well alone or in large organizations that supersede or lay outside the adventuring group, whether it’s a guild, a ruling body, or a merchant organization. (Sometimes two or three of these.) The rules for how to run an organization, usually a thieves’ guild, are often published in books that focus on thieves and rogues. (The Complete Thief’s Handbook, 2nd Edition; The Quintessential Rogue, 3rd Edition & 4th Edition; The Quintessential Halfling, 3rd Edition) Okay, so halflings aren’t all rogues, but they are often lumped with them, and The Quintessential Halfling does give some alternate ways to run groups.
In terms of adventuring skills, the thief is the master of traps, and the go-to class for athletic and acrobatic skills. A rogue uses Dexterity, Intelligence, and Charisma to find less traditional ways of accomplishing their goals. They avoid monsters instead of fighting them. Disarm traps, instead of having to heal from them. Poison enemies, instead of confronting them. These things hold true in 3rd and 4th Editions, and looks to remain true in D&D Next.
With all their skills, the rogue is the "Big Four" class that embodies the jack-of-all trades. But it isn't the only class with that versatility. The bard is often considered the true jack of all trades. In first edition, they had to take levels in three other classes, and have four stats of 15 or higher to become one. Come second edition, the versatility began to be built into the class. The bard was given weapon proficiencies, thieving skills, wizard spells, and their own signature musical abilities. Similar features carried through third and fourth edition. In fourth edition, the bard was the only class that was allowed to take an unlimited number of multiclassing feats.
But my favorite jack-of-all trades? The Factotum. I have only seen it once: in the 3rd edition book Dungeonscape. They have plenty of skill points that they can spend freely on any skill. Their hit points, attack bonus, and weapon/armor proficiencies are average. Their key feature, which gives them near supreme versatility, is the inspiration points. Every encounter, a factotum gets a certain number of these points they can use to add to attack, damage, or saves. As they increase level, they can use their points to cast a small number of wizard spells, to heal or turn undead, or to imitate more high level class features of other classes. So far, there’s no official 4th Edition Factotum, but I guess that’s alright; I do have my homebrew version pretty much ready to play.
No comments:
Post a Comment