1 Sneak Attack per Round?

Storm Raven

First Post
reapersaurus said:
HAHAHAHAHAHAHAHAAA!!!
You have to give a fighter that much STR, 2 +8 weapons (i think), +4 from Tomes (how much is THAT?), and have them 5' away to do that much, just to equal a little pissant rogue's damage-output from multiple sneak attacks in a round??!

In the original example, the rogue was given a pair of +5 weapons and assumed to be able to take a number of feats that required Dex 15+. It actually isn't that hard for a fighter to be able to consistently outdamage a rogue in combat, the fighter just has to be reasonably intelligent.

Oh, by the way, a rogue has to be within 5', or use missile weapons to get multiple sneak attacks in a round, and he can't flank with a missile weapon, so using missile weapons is likely to be a short lived tactic in any given combat.

If you want a dangerous fighter it isn't that hard to deal massive amounts of damage on a regular basis. Make an archer from a 16th level fighter for example. Give him a +5 Mighty (18 Strength) Composite Longbow and a sheaf of +5 arrows (the rogue had two +5 weapons in the previous example, the best way to get magical arrows is to have a friendly wizard or cleric cast Greater Magic Weapon on a sheaf of 50 normal arrows). Give him Bracers of Archery (a comparatively cheap item).

For feats take Point Blank Shot, Rapid Shot, Weapon Focus: Composite Longbow, Weapon Specialization: Composite Longbow. Load him up on other feats too, probably Improved Critical: Composite Longbow as well, but I won't go in to that right now.

Within 30 feet, with no Dexterity bonus to his attack rolls, he attacks at +27/+27/+22/+17/+12 and deals 1d8+18 points of damage per hit. Against AC 25, without considering critical hits, he does on average 86 points of damage per round. Every round. If he has a Dexterity bonus, those figures go up. If he inflicts a critical hit (which he will do every third round on average), he does 3d8+54 points of damage with a single arrow.

And this bow specialist doesn't have any kind of dexterity bonus. Just giving him access to an 18 Dexterity (from Gloves of Dexterity, or Cat's Grace, or just a high roll) raises his attacks rolls to +31/+31/+26/+21/+16, increasing his damage dealing output even more.

Compare that to the damage output of a similarly equipped 16th level rogue against AC 25. And remember, in order to sneak attack, the rogue needs to set up special circumstances, and his bonus damage does not apply to undead, constructs, or anything else immune to criticals. The fighter deals 86 points of damage against these opponents, the rogue does not. The fighter deals massive damage any time he can bring his bow to bear, the rogue only deals lots of damage if he can get his opponent flat footed, flanked, or otherwise denied their Dexterity bonus.

And I didn't even consider the possibility of a Fighter8/OoBI8 with Superior Weapon Focus (raising the high Dexterity version's attack rolls to +32/+32/+27/+22/+17), Superior Weapon Specialization (raising the damage per arrow output to 1d8+20), the Close Combat Shot ability (eliminating the need to use any other weapon), the Free Attack (providing the possibility of yet another attack at +32), and the stackable Zen Archery ability (possibly raising the archer's attack bonus even higher).

I chose an archer, because I currently play one (not that high of a level, or that well equipped), but one could come up with any number of other fighter variants easily capable of dealing out similar or greater amounts of damage on a regular basis.
 

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bmcdaniel

Adventurer
Bug in combat calculator

SpikeyFreak said:


If you have MS Excel, go to www.geocities.com/babcalc/index.html and you can check the numbers for yourself.

-Working Spikey

Spikey-

Your email is disabled, so I am posting. I found a bug in your calculator. When calculating the attack bonus while using a two-handed weapon, the attack bonus is increased by 1.5* STR mod, rather than just the plain STR mod; ie it incorrectly carries over the STR damage bonus to the attack bonus.

Overall though, a great piece of work! Keep it up.

-Brian McDaniel
 

Legildur

First Post
An elven Fighter in one of the campaigns I play in has just picked up a level of Arcane Archer. Most of our combats take place underground (Rappan Athuk for those that know it) at relatively close range. With Rapid Shot and a mighty composite long bow (with good basic stats), he is dealing out good damage without much risk of taking damage in melee as there is 2 other melee fighters to hold up the enemy.

But back to the topic....

Okay, so we know that Rogues can deal great damage in particular situations (my DM is still coming to terms with Sneak Attack). But what about when they can't?

My halfling is hopeless against undead as a dagger with 12 Str doesn't exactly stop them in their tracks. However, with 5 ranks of Tumble (and let's be honest, most Rogues have this), he can fight defensively and gain a +3 dodge bonus to AC, or use Total Defense for a +6 dodge bonus to AC. By doing this, he can essentially tie up an opponent by just not getting hit (except on a natural 20 - and criticals are unlikely) and buy time for the melee experts to come and deal with it.
 

RANT warning!

The number of ways of avoiding sneak attacks is staggering. High AC (rogue can't hit you), any amount of concealment (potion of blur, anyone?), high Spot or Listen skills, Scent, Uncanny Dodge, spells or psionics which boost AC, a weapon of warning which gives Uncanny Dodge, standing in a corner and casting spells (with a shield spell), obscuring mist (first level spell!), stinking cloud (a sick rogue can't hurt you), slow (then just move away from the rogue), fly (stay more than 30 ft. off of the ground), killing the rogue (shout, horrid wilting, magic missile, hold person, hold monster, polymorph other, color spray, Power Attack, high Strength, Weapon Specialization, poison spell, levitate, wall of ectoplasm (no save), etc.), fortification armor, stoneskin, gaze attacks, tactics, illusions, darkness spells, illusions (draw the rogue away), rod of enemy detection, detect thoughts spell, stand back 400 feet and cast long-ranged spells, stand back 100 ft. and use longbows, etc., etc., etc., etc.

Wow!

All _I_ know is that there's NO WAY a rogue should be able to do as much damage every single round as a min-maxed fighter, or even MORe damage than a lightning bolt does!
(5th level rogue/5th level assasin.. 6d6 sneak attack...3 attacks per round with either TWF or Rapid Shot... 18d6 for a 10th level character)

Since you're so sure, Reapersaurus, you don't need to worry about us poor fools debating the point, now do you?

Stargher, all you need to do is come up with good anti-rogue tactics. If you're the DM, tell your PC to stop abusing sneak attack or use better strats. If you're the PC, get concealment.
 

SpikeyFreak

First Post
Re: Bug in combat calculator

bmcdaniel said:
I found a bug in your calculator. When calculating the attack bonus while using a two-handed weapon, the attack bonus is increased by 1.5* STR mod, rather than just the plain STR mod; ie it incorrectly carries over the STR damage bonus to the attack bonus.
Gees, I've fixed that once. I wonder when I goofed it up again.

Overall though, a great piece of work! Keep it up.

-Brian McDaniel
Thank you sir.

--Thankful Spikey
 

reapersaurus

Explorer
Re: RANT warning!

(Psi)SeveredHead said:
Since you're so sure, Reapersaurus, you don't need to worry about us poor fools debating the point, now do you?
You are correct.
There's no point in talking about it with people who see no problem with a rogue out-damaging a fighter.

Most of the 'points' made here aren't even as good as the last time this was discussed, in the "Are sneak attacks unbalanced" thread.
So what's the point? :(
 

Ridley's Cohort

First Post
Re: Re: RANT warning!

reapersaurus said:
You are correct.
There's no point in talking about it with people who see no problem with a rogue out-damaging a fighter.

Most of the 'points' made here aren't even as good as the last time this was discussed, in the "Are sneak attacks unbalanced" thread.
So what's the point? :(

Pretty blanket generalization. Why restrict it to Rogues?

Of course every single class can do more damage than a Fighter in a carefully chosen set of circumstances.

The real question is when you total the damage dealt at the end of an encounter how often did the Rogue actually do more damage?

I expect it is not unusual for the Rogue to do better if they get to power up for an encounter and get the drop. But against surprise encounters or opposition with plenty of magic, it is not going to so easy.
 

Storm Raven

First Post
Re: Re: RANT warning!

reapersaurus said:
You are correct.
There's no point in talking about it with people who see no problem with a rogue out-damaging a fighter.

Except, of course, that numerous examples have been provided showing that between equivalently equipped fighters and rogues of similar level the fighter will consistently do more damage than the rogue.

Making your "argument" irrelevant. Since it isn't based on reality.
 

Victim

First Post
A few days ago, I created a 1/2 orc barbarian 9 and a human Fighter 2, Rogue 7, among other characters. These characters have baseline wealth for 9th level (36k) with some spending money left over. They each used the same initial stat generation system and Living Greyhawk Hp. I designed both characters to kick some but.

The opponent is flanked. He will become stunned to in an example to activate the Rogue's Expert Tactician. Each Character is taking a full attack.

Target AC: 20

Barb: +18/+13 (PA: 4), avg 25: 49.5 damage per round.

Barb + rage: +18/+13 (PA: 6) avg 30: 59.4 damage per round

F/R: +16/+11, 15+ 14 sneak: 43.925 damage per round.

F/R+haste: +16/+16/+11 15&14: 70.15 damage per round.

F/R+haste+Tactics: +16*3/+11, avg 15&14: 96.075 dpr
---------------------------------------------------------------

Target AC: 25, same order, just output.

1: 39.06 dpr
2: 49.5 dpr
3: 22.875
4: 38.125
5: 53.375

--------------------------------------------

Target AC 30

1: 26.46
2: 36
3: 13.725
4: 24.4
5: 35.075

I believe all these ACs are reasonable for suitable opponents for level 9 characters. Also, these figures don't reflect any buff spells that party members might use. The Barbarian isn't likely to benefit from Bull's STR, but the rogue has Haste (EX 4 and 5). Haste seems to be giving the rogue a huge damage boost.

EDIT: oops, in the numbers displayed for the rogue's attack bonus, I forgot to include the flanking bonus. However, I still had included it in the damage calculations.

BTW, the rogue does 23.925 dpr without haste or expert tactician if his sneak attack dice are ignored.
 
Last edited:

Ridley's Cohort

First Post
Victim,

I really do not mean to be snipey, but what is your point?

Of course Haste makes a big difference. So does Exp Tact.

What your example shows is that Rogues do very well in perfect circumstances. Stunning the opponent helps the Rogue immensely. The Barbarian hardly cares; he will just tune down his PA a notch or two.

I do not see why the Rogue is more likely to be Hasted than a Barbarian. That's not who I cast Haste on when I am playing a Wizard.
 

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