SA dice represent a rogue's ability to exploit anatomical knowledge to deal critical damage.
All classes have the ability to deal critical damage, a Rogue is just well prepared to exploit anatomical knowledge with martial prowess.
The Rogue can shiv his dagger through an eye slit on a full helmet. The flask of Alchemist Fire shatters against the eye slit and splashes fire all over the helmet, but chances are that none of it (or a very small amount) would get through the slit.
The rogue can maneuver his blade beneath the shoulder plate to pierce into the fighter's flesh. The Alchemist's Fire splashes against the breastplate.
Without looking at the die rolls necessary there, the Lion Totem Whirling Frenzy Barbarian with Power Attack and Headlong Rush is an optimised character path that requires step-by-step, thought out processes.
This is a rogue that picked up a flask.
Looking at die rolls.. assuming a d12 weapon, power attack at 8 and a 20 str.
d12+16+5's average damage is 27 x 2 for Headlong Rush is 54.
Not quite 120.
Sneak Attack damage is, first and foremost, simply mechanical extra damage. How you explain it is up to you. But as long as your explanation doesn't include a way in which Alchemist's Fire or Acid can inflict that extra damage, it's simply not a good explanation. Coz those things do extra damage in the hands of a Rogue, like it or not. It's up to you to change your view of how things work, not up to the rules to prove your view of things right.
.In keeping with the idea that all things that are immune to critical damage are immune to sneak attack damage, it is very safe to assume that SA damage is fundamentally the same as critical damage.
It makes absolutely no sense whatsoever for a splash to deal additional damage in the hands of a Rogue than in the hands of a peasant. It is the liquid itself, not the user, not the force applied to the throw, or anything else that applies the damage.
A pint of ale in a flask, when thrown by a barbarian, deals as much damage as a pint of ale in a flask when thrown by a rogue. Why should the Rogue deal 10d6 worth of damage when he gets a dwarf all wet in a bar?
Right, except the rules are pretty clear on this.When the rules do not explicitly state one way or another on a touchy subject, if you do not assume mundane physics apply then the world would break, everyone on it would be flung into the sky, barbarians would be unable to move from sheer muscle mass, and the list just goes on and on.
A level 19 Rogue can walk on water, squeeze through spaces smaller than his head, and climb vertical surfaces. Any pretense at realism this game might have ever had died long before 10d6 sneak attack damage came into play.Magic is awesome and does awesome things. Chemical, physical, and biological responses are not magic. The physical liquid that splashes out a burst vial is not magically propelled, it's physically propelled and will act in a mundane fashion.
It makes absolutely no sense whatsoever for a splash to deal additional damage in the hands of a Rogue than in the hands of a peasant. It is the liquid itself, not the user, not the force applied to the throw, or anything else that applies the damage.
A pint of ale in a flask, when thrown by a barbarian, deals as much damage as a pint of ale in a flask when thrown by a rogue. Why should the Rogue deal 10d6 worth of damage when he gets a dwarf all wet in a bar?
How does weapon specialisation allow a fighter to deal more damage with throwing acid?
Simply apply the same logic to sneak attack.![]()
Empirate said:The Rogue has some way of increasing the liquid's damage, though. It's up to each individual group to come up with a flavor reason for this, but the rules seem pretty clear to me. Obviously, the Rogue hits just the flammable spot ("go for the beard!"), or propels the flask so most of the liquid splashes in one direction, or everybody else just throws grenade-like stuff at people's feet instead of directly at their body, or whatever. "Makes no sense" is really not an impressive argument in a fantasy game.
The pint of ale, by the way, would deal more damage in the hands of a Rogue (if it deals damage at all, that is).
Balance isn't the issue. The rogue is better off using a longbow at 30' with elemental arrows/enhancement qualities, and that is a permanent solution instead of a temporary one.TanisFrey said:Balance
If the Rogue can polymorph into a tiny/diminutive creature, let him go through the hole. A two inch hole is too small for any of the major bones to pass through, regardless of your skill at Houdini-ing.Dandu said:lolskills

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.