The rogue is the best class in 4e. I feel pretty comfortable saying this, though I realize some qualifiers are in order. It’s not the deadliest class (ranger) or the twinkiest class (swordmage), the most versatile class (wizard), the most nuanced class (fighter) or even the all around MVP (I go Warlord for this, but that’s softer). Instead, it is the class that is, as presented, most in tune with the rules of the game.
See, first and foremost 4e is a game about movement and engaging the board. Every class has some movement capabilities and has reasons to engage the board, but rogues have a very synergistic setup with their backstabs. This ability gives a strong incentive to move and a clear lens through which to view the board that provides an array of meaningful choices as the rogue looks for opportunities to seize combat advantage. That combination is important since some classes may excel at one point or another – rangers and some warlocks are more mobile, fighters have a clearer lens and so on – but for those other classes it takes time and experience to find the sweet spot for play. Running around the edges of a fight or standing toe to toe with the big bad can be cool, but they don’t necessarily offer the same clear set of meaningful choices a rogue gets every turn.
Still, if that was all then it would really just be a difference of learning curve – other classes get rewarding too and the rogue is just the fastest route. But the rogue has another advantage – his advancement is just that much cooler than everyone else.
Now, I’m not asserting his powers are cooler. Everyone has cool powers, so I consider those to be a wash. Where the rogue gets more interesting is in the domain of feat selection. I have made a lot of characters, and there’s a pattern you start seeing with feats that is perhaps most obvious when your wizard hits 2nd or 4th level and loudly declares “These feats all suck.” And the thing is, he’s kind of right, at least for a wizard. There aren’t a lot of feats that help him do the things he does better or more interestingly (and even the ones he might want, the keyword ones, tend to have crappy reqs) so he’s stuck taking generic feats for a lack of anything more interesting (at least until he changes tiers – higher level feats are a wizards saving grace). In contrast, I have never made a rogue and not wanted more feats. So many feats interact well with how a rogue is played that you can never get enough of them.
This is a really big deal, and it exists as a sort of spectrum from the rogue at the top to the wizard at the bottom, and if there’s one reason the game needs more feats, it is to get to the point where the wizards and clerics and others of the world have more options than the same handful of feats, then nothing until they change tiers.
Lastly, and this is a point I’ve touched upon before, rogues probably have the best model for how to handle the interplay between stats and character effectiveness, allowing for one clear primary stat, and branching off from there based on substats. Building a rogue that mechanically satisfies your vision is just easier than doing so with, say, a Paladin.
Anyway, all this is important because it means when I’m faced with a general question about how something should be done, I tend to look at the rogue first as an example. That is not to say I want other classes to have powers and effects like the rogue, but rather that I want rules to introduce options that make things as clearly engaging for other classes as they are for the rogue. My hope is that eventually there will be enough support that other classes have equally clear paths to engagement (and some come close already – Martial Power was a nice bump for the martial classes in general) but doing so is going to take some work. There are a few roadblocks built into the core rules that need to be knocked down or worked around, but I think that’s doable.


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