Originally Posted by
krud
It's not the enhancement system that is driving it, it's the automatic feats and base save scores that provide much of the difference. Trap sense enhancements are +4 for 10AP, which is a big investment, too much to expect for the average rogue. Most rogue builds, however, should be able to afford a modest investment of 3AP to get +2. The dex enhacements will only add another +1 to the reflex save (+2 if you have a dex race). Now look at the automatic feats. The trap sense feat adds +1 at levels 3,6,9,12 and 15. Improved uncanny dodge adds another +4 at lvl4 and +6 at lvl8. Also, a rogue will usually (not always) add to dex with their attribute raises, another +2. On top of all that, the base save for a level 10 rogue is +7 vs +3 for everyone else, except a ranger and a bard. It is inevitable that a pure rogue will generate higher save bonuses in traps, even without enhancements. I'm not up on the latest PnP stuff, but do pure rogues also get these same feats in PnP?
edit - i did not see the WDA trap sense post. If true, i don't think it is the way to go. All the splash rogues will demand a full respec.
Here are more mumbers to consider:
As shown previously, an average 28pt level 10 pure rogue gets a +29 reflex save when using UD. Minimally self buffed with a haste pot, heroism pot, and a parrying item it's +33. In a level 10 elite raid group you should be able to find a mage to cast GH and a cleric with recitation for another +4, total +37. A well-specced, fully buffed rogue can hit +40. Based on these values the trap DC should be anywhere from 35-40, depending on how hard or easy you think traps need to be. However, even if you adjust accordingly, the difference between a pure rogue and a splash MC is only going to get worse, and by level 20 we will end up with the same discussion all over again.
edit - i just got Imp uncanny dodge on my MCrogue, and though it says +4 reflex save in the description, the actual bonus is +6 (same as AC bonus). this adds another 2 to all the above totals.
As the splash melee/casters found out around level 7 or 8, the one level of fighter isn't going to cut it on elite unless they started investing feats and enhancements in melee. Same is happening here with the splash rogues. Full rogues with reasonable stats and buffed up, have a legitimate complaint if they still consistently fail trap saves.