Legend of Grimrock, old school dungeon crawler RPG

I'm not super far into the game and I don't have the gift for intuitive optimization that some people have, but the throwing rogues don't strike me as all that underpowered so far. Do the weapons just not keep up or something?
 
Throwing weapons are better than missile weapons since they're one-handed, can be used with a dagger, and by the time you actually get the best bow you're literally on the final level with ~20 minutes of gameplay left. They're still a good bit weaker than daggers (It takes a LONG time until you start finding throwing axes, which bridge the gap somewhat), especially if you've mastered the combat and are good at backstabbing. You also can find the ultimate dagger fairly early which on top of doing great damage, has life steal. That dagger opens up the possibility of having an extremely effective frontline rogue, if the idea of two fighters bores you.

The bombs remain amazing through the entire game (besides the poison bombs which are worthless), but you don't need throwing weapon skill to use them effectively, and they're of limited quantity.

If you're struggling with the controls and are bad at melee combat (i.e you can't effectively backstab, and often get hit when engaging in melee), you're probably better off going with throwing weapons + bombs than daggers. You'll need to save the bombs for those 'OH FUCK!' moments where you get surrounded by powerful enemies, but you shouldn't have a difficult time just backpedaling and hucking throwing axes for lone creatures. I would definitely recommend having an ice mage in that situation, so you could funnel enemies into a hall, freeze one to block them all off, and then just leisurely chip away at them one at a time.
 
A ranged rogue on the back lines is somewhat possible if, counter-intuitively, you stack him up with str. There are no hit/miss mechanics for ranged weapons, they always hit. But they don't get bonus damage from dex, at all, so apart from evasion, dex is useless for a ranged character. Str, however, adds to both throwing as well as bow/crossbow damage. So a full str rogue minotaur is the best choice for a ranged character, though he'd suck enormously when put in the front line.

I think I'd rather have a back-up melee rogue with 12 assassin skill and daggers though. In case of emergencies, he can tank for a few hits, and in any case, he'll do pretty damn good melee damage, backstabbing from the second line.

I first had a normal warrior and a minotaur warrior in the front lines. The minotaur, with less dex, was getting hit all the time, while he couldn't hit the broad side of a barn with his club. As already stated in this topic, clubs + minotaurs is a terrible combination, and I've thrown him out after a restart. First time around, I also had a full dex ranged rogue, cause I thought dex would do something for ranged damage/hits. And I picked magic haphazardly depending on whatever spells I got first. All in all, my first party sucked pretty badly, only my heavy armor sword warrior did well at surviving and hitting things.
 
Evasion is brokenly overpowered compared to Protection in this game. If you have one good Rogue on the front lines with Evasion skill bonuses and Evasion-pumped gear then he's pretty much invulnerable.

Of course, spells can always hit you. But then for things such as the Uggardians (the fire ghost things that spam fireballs) you can equip a Fire Torc and a Shield of Valor and be invulnerable (completely invulnerable) to fire damage.
 
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