aside form the fact i dont thinks rogues/thieves should exist as a class at all, since it is a lifestyle much like barbarian and nomad....
1. nobody fights fair. fair fighting it where you have ranks of artillery that fire first at the same time, etc... "fair" was the civilized fighting of revolutionary war and shit. also least we forget the saying "all is fair in love and war".
2. everybody is skilled. its just they use different sets of skills. once again an attempt to find a reason for the rogue to exist, when there doesnt need to be a class for it. might as well call the class circus-performer with the acrobatics shit. again things ANYONE should be able to do.
3. oh goody. rogue will use magic to move instantly from one shadow to another. therefore it becomes pointless to think a human rogue exists when they are NOT mundane abilities of humans, or anything that should be gained from a non-magical class. but looking at the fighter, he will also be a magical class and have spells to cast, ala 4th edition powers. WAY outside the realm of the classic rogue, many people want to play and too fantastic which is FAR away from what D&D is. 4.5E anyone?
4. WTF is this? you realize the rogue class isnt needed, so make some stupid concept why it can work. o go along with #3, i like MANY anime and movies and shit, but i dont want to play an RPG about them. i want medieval european fantasy. i dont want this trash fantasy that WotC produces. this is the reason i picked D&D over other RPGs and other games (board, video, cards) and even some other activities when i chose because IT offered what i was looking for. why should i want to play a D&D that isnt D&D and moved far and away from anything that interests me because some new age of gamers want to play a game with the name D&D? i dont want Blueberry-flavored Tang. i drink it because it is orange-flavored. hopefully this means that anyone wanting to get away from feats/skills and their ilk will be able to just ban the rogue and be able to play the game.
A Little More on the Playtest
One thing to keep in mind about these design goals is that they are flexible and open to discussion. A big part of the playtest process tackles having us all make sure that the game feels like D&D.
as a designer, YOU should know what feels like D&D rather than trying to look at ANYTHING WotC did, go back to its roots, and accept WotC might have royally screwed up with its inclusiveness of generic fantasy. go back to the stable, yet modifiable at home, roots of D&D. only then will you be able to build onto it.
sadly you dont know what D&D is, or you would know how it feels, and be able to give that feel after the past decade of discussion about 3rd edition, and also 4th edition. you should have enough information by now. if you question something "feeling" like D&D when you design it, odds are it isnt right for D&D because you had to question it. give people D&D, and let them make their own home game changes. dont force the amalgam of ever tom dick and harry into the game.
If you've played rogues for ten years, ask yourself if the new rogue feels like the class you've played and loved. In addition to testing the core of the game, the early rounds of testing are geared toward making sure that the game is hitting the correct notes for all the classes.
which edition? how about those who have played "rogues" for 30+ years? love how you look like you only want feedback from the past 10 years which was only WotC editions 3.x and 4th. maybe getting the "feel" of D&D and "re-unification" should reach a little farther back in time, not just the new age players, otherwise you have failed in your overall design goals already, and are admitting to that Mike.
also what about the people who have ALWAYS hated the rogue class? shutting out those opinions as well? real narrow feedback you seem to be looking for. BEFORE you design you should have gotten feedback, but of course, that goes over your head as you already have no idea what people want, but have tried to design it already.
well you need to look if the class is even needed. "skill monkey" isnt a class or really a fantasy trope. "rogues" in most of fantasy are fighters, they are wizards, they are ANYTHING, just a lifestyle tacked onto an existing archtype, not unlike assassin. the class was created because it was EASIER to do so to get those trap and lock picking skills in its own class, rather than add them across the board. if you were a decent designer, maybe you would be the first, since you have the time and not the pressure that TSR designers had, to actually do what was attempted in 4th and REMOVE the rogue class and divide out those functions to be able to be used by ALL classes. your definition of a rogue is too gamist.
On May 24th, you'll get to see how we tried to hit these goals, whether we're on the mark at this early stage, and if the target we've aimed for is the correct one.
i can already see you missed the mark, not only with overall design goals as MANY others see, but you are surely not aiming at the right place. be it your incompetence or the overlords of HASBRO not understanding the game, or just to sell the next gimmick game.
in designing a thing, you first must find its function that you are designing it for. D&D is a class-based RPG, so you should seek to find what classes are needed. in nearly 40 years, NOBODY has presented ANY sort of information as to why rogue/assassin/bard/warlord should exist as classes other than they are popular. and that is not a reason the GAME needs them, only a reason the money-making-engine needs them.
there is still and only ever will be 3 classes in my mind, until someone gives VERY good damn reason the others should exist. that is why they existed in OD&D as such, because they cover EVERYTHING depending on how you mix them, and ALL other classes, are solely a mix of those 3 classes:
non-magic user, mundane combatant (fighter)
magic-user (wizard)
divine intervener (cleric)
your own 4th edition power sources only really added 2, and i think they were pretty much nonsense as they fit within those above 3, and even those above 3 some people would prefer to merge into just two.
outside of those 3, the ability to merge them into forms to give different tropes already exist, and ANYTHING else, is something able to be done by those three including but not limited too: picking locks, disabling traps, assassination, playing music.
PLEASE Mike, move over to board games division with Peter Lee, where your extreme gamist needs fit better, and the rigidity of concept is more welcome. and someone let Lee go back to making miniatures cause he is a great artist when you get the software limits out of the fucking way and let him actually fucking sculpt minis!
again i am reminded why decades of accounting software was useless to accountants because programmers dont know accounting and accountants dont know programming. only when they got together to explain things to each other and learn a little bit about their shared jobs, did decent acounting software come about.
as a game designer, Mike, at least learn something about the game you are designing.