Voss wrote:No, unless they're arcane tricksters, in which case they have a tiny number of non-level appropriate spells of very specific schools (And essentially 2 wild cards at 7th level) that do not interface with their rogue abilities- spells can't be used with sneak attacks, and their defense ability isn't compatible with defensive spells like shield. This is essentially flavor bullshit. It matters not at all to how a rogue is going to actually contribute in any fashion.
Well, you're wrong. They can also take a feat to cast spells in place of an ability score increase.
Sneak: does not matter. The 5e rules for sneaking, by the book, basically boil down to: fuck you, the party fails. Anything else is pretty much fiat giving the rogue a single sneak attack attempt, and then they go back to requiring a combat buddy like I already described.
Strawman, and wrong. A rogue may or may not be sneaky. That the sneak rules are garbage isn't relivant. If a rogue doesn't take the sneak skill, they're just not sneaky.
Social skills: sure. This is pretty class independent though- they can get it through their background bullshit and once again boils down to basically fiat.
Wrong again. A rogue may not have any social skills, depending on what skills they choose.
Ranged vs. melee. They're both. They have to be, or they suck really hard. A melee-only character in 5e is simply a failure. And any ranged specialized rogue can just dagger stab people and lose nothing except maybe 1 point of damage per round.
On this on you're right, 5e lets them be both
probably without a noticeable difference.
Maneuvers? Obviously no.
Wrong, they can pick them up with a feat in place of the ability score increase.
Saves: Dex and Int. That is seriously hard coded. If rogue, character has dex and int save proficiency. Which is why I'm pretty convinced you don't even vaguely know what you're talking about.
Except for when they pick up a feat for additional proficient saves, using a feat in place of their ability increase.
If a 5e player tells me 'I'm a rogue,' I'm literally the opposite of totally lost.
Well, you got 1 (sort of) for 5 on what a rogue could have right, so you'll forgive me if I disagree with you.
They're going to want a melee monkey standing at the enemy, so they can through bonus dice on their otherwise shitty attacks, and spend a lot of their turn mitigating damage or maneuvering not to be attacked. I'm at a loss that you need to know much more or that you got so many of the basics completely wrong or that you think of them as unknowns.
That's a super generalized overview of how combat-only sort-of-kind-of works if the rogue is built and played exactly how you expect them to be. The fact that you basically just answered everything about what a 5e rogue can or cannot do wrong, seems to pretty much prove my point.