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Blog: Sneak Attack Vs. Backstab 3/28/12


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Minigiant

Legend
Supporter
3e assassin Im guessing? Have to admit, not that familiar.

However, whether a save or something else, I would just prefer backstab to contribute to the takedown mechanic without being HP based in the RP sense.

Yes the 3E assassin. If the assassin studied the target without the target detecting or seeing the assassin as a threat for 3 rounds, the sneak attack gained a Save or Die/Paralysis quality.

If they saved, the target still took damage.
 

I'm A Banana

Potassium-Rich
Vyvyan Basterd said:
Using the article as an example, the Rogue could choose:
*Sneak Attack
*Weapon Training
*Skill Trick
*Minor Magical Trick
I'm talking about stuff built into the class directly.

As an option, I'm kind of into it.

It's a little wuxia for everyone, but I would not mind at all if my high-level thief could just go invisible instead of rolling Stealth checks for effectively similar results.
 

fuindordm

Adventurer
If advantage gives +2 to hit (for example) and the basic sneak attack is +1d6, then this is just a conditional power attack. Maybe slightly better than the basic power attack. I think the design space would be better spent on just giving a power attack option to everyone in the basic combat maneuvers.

This would also solve their previously mentioned design goal of a flatter accuracy curve but a steeper damage curve. Heck, they could just make all classes "power attack" a certain amount by alternating to-hit bonuses with damage bonuses as you gain levels. And then, in the combat maneuvers section, add a fixed power attack shift of -2 to hit/+1d6 damage.

Regarding the rogue specifically, I would love to see them get special effects on a sneak attack like lower movement (crippling strike), stun, knockout, bleed damage, and that sort of thing rather than loads of extra dice.

I'm perfectly happy with getting extra dice as part of the rogue talent tree, but I'd like to see it capped at +5d6 or so.
 


BobTheNob

First Post
Yea, I gotta admit I find it a bit funny. They say that the intention for 5e is that spells have "flatter" damage (already quoted at 5d6 for fireball) yet the rogues backstab keeps going up and up, even to the point where the article said he is capable of 20d6 in a round before weapon damage.

No thanks.
 

I'm just startled that anyone who calls themselves a gamer doesn't own and has never rolled a mere 10d6. I'm sure I have hundreds. And I've thrown lots away.

Clearly this is a job for the Buckets'o'Dice resolution system.
 

Janaxstrus

First Post
Yea, I gotta admit I find it a bit funny. They say that the intention for 5e is that spells have "flatter" damage (already quoted at 5d6 for fireball) yet the rogues backstab keeps going up and up, even to the point where the article said he is capable of 20d6 in a round before weapon damage.

No thanks.

A rogue in 3x could easily hit 100d6 (or more) in a full round before weapon damage and crits...

IF, the creature wasn't immune to it, IF the creature wasn't immune to flanking or had other abilities that prevented him from losing his dex bonus AND, IF the rogue took 2 weapon fighting, and feats to gain addition offhand attacks.
That, of course, assumes the rogue hits every time on said creature.

In practice, my rogue does 1d6 +4 (+6d6 SA) and 1d4 +3 (+6d6 SA) at 12th level for an avg of about 75 damage per round assuming all hit.
 


GX.Sigma

Adventurer
Yea, I gotta admit I find it a bit funny. They say that the intention for 5e is that spells have "flatter" damage (already quoted at 5d6 for fireball)
It's not to make damage flatter. In fact, it's almost the opposite--attack bonuses won't scale, so the primary method of scaling is increasing damage and hit points. So damage will be very very un-flat.

I just hope it won't be a grind (if it's 5 party members vs. 10 orcs, and it takes forever for those 10 orcs to take their turns only to deal enough damage to bloody a single party member, then each party member takes forever to roll a hundred damage dice on each attack...)
 

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