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How do you play as a rogue (thief), /tg/?
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As a dashing (gentleman).
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I dick ass
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Arcane trickster style
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>>47992710
As the guy whose always got a trick or two up his sleeve. Disposable equipment for every situation. Rope, caltrops, crowbar, chalk, stuff like that.
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>>47993067
Mah nigga.
I thought I was the only one who did that. For a master of trickery based class, people often only seem interested in sneak attacks and little else.
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>>47992710
The only person in the party with a plan
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>>47993453
Yeah, this. Rogue is one of the few classes that may be able to pull of a plan entirely alone.
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1. You can never have too many knives.
2. Stab them when they monologue.
3. You can always get more coin.
4. Cuts can heal, but tendons are forever.
5. The only crime in war is to lose.
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>>47994284
>1. You can never have too many knives.
Unless they weigh you down. Or if an enemy draws one of your knives in a struggle.
I'd say that every rogue knows that the secret to survival is knowing what to throw away and knowing what to keep.
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>>47994846

It's a concept of pragmatic thought, not a literal instruction.

You can never have enough advantages to your favour, never have enough backup, never have too many continences, never have too many tricks up your sleeve.

Stack your advantages, and take them with you.
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>>47992710
leave only footprints
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Knockout if possible, dead bodies are the mark of an amateur. Pack arrows for every possible use except direct damage.

And most importantly, if you meet a mysterious benefactor who wants to give you lots and lots of money for a job that seems way too easy, get out immediately.
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>>47996679
>leave only footprints
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1. First thing in every room: identify all methods of escape, how many people are in the room, and what the most valuable object you can see is.
2. Never reveal yourself until you have a good idea of the situation. Scout first. If compromised while scouting get out and wait for backup.
3. Always know all of the resources at your disposal. Always have the right tool for the job, magic or mundane.
4. Have deniable assets when you need to not be recognized or don't want to sour your reputation with a potential contact. Illusions, summons, cheaply bought allies who never need know your name, or even just some glass to break as a distraction. Something from the local environment is always preferable and less suspicious.
5. Always pick your marks knowing your own capabilities and theirs. If the odds aren't heavily in your favor then you still have work to do. Never engage until you have every available advantage.
6. Be aware that you may not be the only one watching and observing. Know the tricks of the trade and recognize them. You are the best defense against subterfuge because you are better at it than the competition.
7. Don't be the aggressor if you don't have to be. Nothing turns the table quicker than having a preset ambush point to fall back to when things go bust. Sometimes it pays to let them think they discovered you.
8. Trust your crew with you life. If you can't trust your crew, get a new crew. Only total trust will let you carry out the job with no distractions.
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Rookies just steal everything that isn't nailed down. A veteran brings a crowbar so he can steal the nails too.
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Attempt stealth after every action.

>>47994846
Knives weigh dickall. If you're in a grappling struggle, you're roguing wrong.
Thread replies: 17
Thread images: 6

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