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Jack Simth said:
The rogue that is used for pretty much a single purpose: spotting and neutralizing traps and locks. It becomes a problem because the player of the rouge doesn't do anything much; just rolls the dice over and over in response to whatever traps the DM throws at the party, in an extremely repetitive fashion. Similar problems can occur with priests (traveling medicine cabinet), if no undead are encountered, although it is less likely as d20 priests also get other nifty spells and spell-like abilities.
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Hmm... I never seemed to have any problem finding non-healing things to do with clerics in AD&D 2.x, or even just plain old AD&D...
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they are less effective than a fighter of equivalent level (can't wear armor, so usually has a poorer AC, can't use as strong of weapons)
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D&D 3.x Rogues are faily proficient killing machines, as long as they have good hiding skills and can exploit sneak attacks. Also, give the rogue 2 weapons (and appropriate feats) and he can do a lot of damage with those sneak attacks...
I don't know what you mean by can't wear armor? Heavy armors reduce dexterity bonuses significantly, so rogues can have as high of an AC as a fighter decked in plate mail can, easily. The skill penalties of the heavier "light armors" are fairly negligible. +15 from skill, -2 from armor. Not much to worry about.