We had a really good role playing rogue in the group as well. He always hated dungeons as the risk (for him) was too high compared to the payoff. He and I, and a couple other folks ended up drifting off into an above ground thieving campaign. We taxed the DM's imagination, but it was great fun. We would sometimes spends weeks planning something and have it play out in a couple hours. But that was the beauty of AD&D 1.0, it was a lot more open ended.
Bards in DDO have nearly all their special abilities neutered by video game mechanics. Red names are always immune to anything a bard can do to them, except swing a sword. That ain't right. But the fact that they're always immune to assassination, FoD, sneakiness, charms, illusions, undead turning, etc is wrong as well. If the red name needs to be immune to something, it should be circumstantial... that is based on environment, items he may be using, (and might be looted after his demise!) or by the security he surrounds himself with whether it's traps, anti rogue characters, an army, or whatever. The red name boss mechanic is a lazy derivative of early video games. It rewards high DPS characters, and either weakens or completely castrates character classes that are not dps based. Less imagination and problem solving and MOAR sword swinging!