Expertise Dice Not Necessarily Fighter Exclusive

Yes...but from the beginning what distinguished Paladins from Fighters was that they were heavily armed and armored warriors who were magical. So I don't think there's that much distance the Paladin can go from its magical roots.

AD&D fighters were just as heavily armoured - there was big incentive to go platemail as soon as you could afford it for almost all melee classes who were proficient.

The magical stuff was all based around the LG code, idealized chivalry and battling evil. But that said the Paladin was basically a fighter albeit a bit less skilled because charisma generally sucked up your highest roll and the XP table often had you a level behind the fighter every 4th session or so.

I think paladins' being unable to parry, cleave, jab etc because of the need to balance a called mount is a pretty weak argument - and I'm seeing hopeful signs that WotC agrees.
 

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I think paladins' being unable to parry, cleave, jab etc because of the need to balance a called mount is a pretty weak argument - and I'm seeing hopeful signs that WotC agrees.

No, I think the Paladin's inability to parry, jab, etc. in such a preternaturally skilled fashion that the Fighter can do so (above and beyond the already abstracted manifestation of AC) while doing other things, while not on the Fighter's turn, etc. stem more from the fact that Paladins spend much of their time absorbing religious instruction/meditating or communing with their higher power/practicing spontaneously manifesting metaphysical powers.

They have more martial training than, say, Rogues, but they don't spend all of their time learning mundane techniques.
 

Oh the "signs" are merely what's been posted right at the beginning of this thread.

I don't see 'time devoted to non-martial studies' as being very convincing for a couple of reasons. Firstly it doesn't play out in game time nor in back story. A typical Paladin may attend lessons at a seminary but most of their time would be sunk into weapon and riding skills while armoured. Paladin spell-casting doesn't really enter the picture until mid to high level, if they're wise enough. Then there are the invested powers they possess which spring more from sustaining a high level of virtue than devoting endless hours in prayer.

No, the AD&D paladin was very much a fighting man, not a cleric.
 



What if a rogue gained ED (they should be more careful ;)) based on tactical consideration, and possibly varying with schemes? This would let us get away from "every rogue sneak attacks" to something more flexible. Here are some rough ideas (not intended to all work at once)

  • Gain the dice if you have advantage against at least one enemy at the start of your turn. This makes "sneak attack" quite a bit more dynamic, especially because the party and the enemy both have a say in whether it happens.
  • Gain the dice at the start of your turn if you are threatened by only one enemy. (Duelist, essentially.)
  • Gain the dice if you were not hit since your last turn ended. (Fits various highly defensive, mobile, and/or stealthy conceptions)

See, I think this is a case where some interesting ideas are being shoehorned into a new mechanic, when I think they would work perfectly fine executed a different way. Firstly, all this is about how you gain dice, not how you use dice - which doesn't get rogues away from Sneak Attacking. Secondly, your first option doesn't really do anything new - it's the current Sneak Attack rule but with dice added - and your third option would be an automatic gimme for most ranged builds.

There are other ways that Sneak Attack can be modified that don't require dice. We can already see them built into themes - the Thief gets Sneak Attack by being better at stealth, the Thug by flanking.

If flexibility is what's required, why not let Rogues do else than damage with Sneak Attack? The Complete Scoundrel gave an option for sapping people unconscious as opposed to backstabbing - you could build similar options in now.

A warlord (as a separate class, or just as a different mechanism for fighters) might be based around granting ED to other characters, which could work quite smoothly if they are a generic resource. For example, it might be a much smoother way to grant allies damage or protection instead of a bajillion interrupts, because every character can at the very least use them to increase damage or reduce damage they take. They might refresh their own supply based on more strategic considerations, and maybe even starting combat with a larger-than-normal pool, to represent their tactical genius early in the fight.
  • Refresh when an enemy falls.
  • Refresh a random amount at the start of each turn by making some sort of "commander check".
  • Refresh when an ally gets a critical hit (more of a "rah! rah! go team!" warlord)
As other people have noted, encounter-based powers (perhaps where Warlords have to choose at the beginning who they are going to empower and how much, but get to choose when to engage the effect) are more evocative of the tactical thinking of the Warlord.

I'd also add that random mechanics are disengaging - the player becomes default passive instead of default active.

A barbarian could use them to power a rage mechanic that is a lot more fluid than n/day or n/encounter, relying on what actually happens in combat. Unlike other martial combatants, a barbarian might accumulate these dice over multiple turns to unleash truly monstrous effects, or choose to spend them as they come in if the situation calls for it. They could refresh based on what might actually make a barbarian angry
  • Gain dice when hit (revenge)
  • Gain dice when allies are hit (revenge for friends)
  • Gain dice when the barbarian misses (frustration)
  • Gain dice when anyone crits or is killed (bloodlust)
See, I don't think this fits the Barbarian at all. Traditionally, what made Berserkers different is that, unlike normal soldiers who get worked up in the midst of battle when adrenaline is pumping, they worked themselves up to a frenzy ahead of time so they hit the enemy going full-tilt when everyone else hadn't yet gotten into the swing of it.

A mechanism where you start with some sort of rage resource and then exhaust it round after round would be much more evocative - the Fighter is a methodical combatant who can go the distance, the Barbarian is a whirlwind of violence who can be outlasted and worn down.

This could work well with multiclassing.

I'll grant you that.
 

See, I think this is a case where some interesting ideas are being shoehorned into a new mechanic, when I think they would work perfectly fine executed a different way.
An idea is only shoehorned if doesn't work elegantly, regardless of other possible executions. Entirely a possibility for a specific implementation (possibly including my off-the-cuff ideas), I'll grant, but I fail to see how this idea is, from first principles, a round-peg/square-hole situation. Whether something like ED should be adopted depends not on if current implementations work fine, but on if using ED would be, on average, even better.


Firstly, all this is about how you gain dice, not how you use dice - which doesn't get rogues away from Sneak Attacking. Secondly, your first option doesn't really do anything new - it's the current Sneak Attack rule but with dice added - and your third option would be an automatic gimme for most ranged builds.
As I mentioned repeatedly, there should be a wide variety of ways to use the dice. I concentrated on how one gains dice because the discussion seemed to tacitly assume that would be the same as for the fighter, while there had already been discussion about spending them in different ways.

I don't consider the first option mostly replicating the current feel of sneak attack to be a demerit. If ED is a good option, it should be able to do at least as much. (My modification to require starting one's turn with combat advantage to get ED, and therefore damage equivalent to sneak attack, is simply my preference to liven things up a bit.) The third option is not an automatic gimme for most builds unless not-being-hit is a gimme. If that is the case something has gone horribly wrong at a more fundamental level. In any case, these are just my attempts to show that ED could, in principle, be utilized to achieve feels far beyond what is just present in the playtest fighter. The suggested mechanics are not serious attempts at balanced design, so I feel like you may have missed the forest for the trees.

And in a sense my examples do get rogues away from sneak attacking, because ED are a resource that can, I hope, do more than replicate sneak attack, and indeed there could be implementations where a rogue has ED but can't sneak attack. (Example: A rogue using the third option has ED in a system where "sneak attack" is defined as rolling ED damage twice against targets attacked with advantage. If this rogue cannot obtain advantage from any of the targets they would not, in this implementation, be sneak attacking even if they applied the ED as damage on attack.) Thus we could move away from the assumption that sneak attack is the rogue's combat sine qua non. So ED could do something that looks like sneak attack, as well as other things, but we don't have to call it a sneak attack unless that fits the usage.

There are other ways that Sneak Attack can be modified that don't require dice. We can already see them built into themes - the Thief gets Sneak Attack by being better at stealth, the Thug by flanking.

If flexibility is what's required, why not let Rogues do else than damage with Sneak Attack? The Complete Scoundrel gave an option for sapping people unconscious as opposed to backstabbing - you could build similar options in now.
Hopefully the above made it clear that's part of my goal. It's interesting you mention Complete Scoundrel, because I took a look at the 10 ambush feats in that book. The benefit summary of every single one starts with "Trade nd6 sneak damage to..." Hmmm...if only there were some dice-based resource one could spend for unique effects... ;) OK, that's more snark than you deserve. Still, the playtest specialties offer different scenarios (catering to different playstyles and flavor of rogue) in which they may gain sneak attack. The different ED refreshing ideas have similar intent.

As other people have noted, encounter-based powers (perhaps where Warlords have to choose at the beginning who they are going to empower and how much, but get to choose when to engage the effect) are more evocative of the tactical thinking of the Warlord.
I don't have a strong opinion about that, but one could implement ED as an encounter-based resource for the warlord if desired. Again, I didn't mean my mechanical suggestions to be normative, just examples of how one can achieve different feels despite using a common framework.

I'd also add that random mechanics are disengaging - the player becomes default passive instead of default active.
Some random mechanics are disengaging, just as some deterministic mechanics are disengaging, and this is clearly a YMMV situation. After all, rolling a d20 is a random mechanic. Shuffling a deck is a random mechanic. And even at the level of class powers, some people enjoy the challenge of not knowing beforehand what resources will be available. Fans of the Crusader class (from Tome of Battle) and every Wild Mage ever will think you're casting too broad a net here.

See, I don't think this fits the Barbarian at all. Traditionally, what made Berserkers different is that, unlike normal soldiers who get worked up in the midst of battle when adrenaline is pumping, they worked themselves up to a frenzy ahead of time so they hit the enemy going full-tilt when everyone else hadn't yet gotten into the swing of it.

A mechanism where you start with some sort of rage resource and then exhaust it round after round would be much more evocative - the Fighter is a methodical combatant who can go the distance, the Barbarian is a whirlwind of violence who can be outlasted and worn down.
Then make that version of the barbarian. I'm pretty sure ED could do it, which is why we shouldn't dismiss it out-of-hand. If something else can do it better, by all means we should do it that way instead.

Thanks for your thoughts.
 
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An idea is only shoehorned if doesn't work elegantly, regardless of other possible executions. Entirely a possibility for a specific implementation (possibly including my off-the-cuff ideas), I'll grant, but I fail to see how this idea is, from first principles, a round-peg/square-hole situation. Whether something like ED should be adopted depends not on if current implementations work fine, but on if using ED would be, on average, even better.
It's not just elegance, though. I think it also includes the criteria of appropriateness/evocativeness (i.e, is the mechanic serving the class' image as opposed to the other way around) and additional value (does this mechanic work better than alternative mechanics).

As I mentioned repeatedly, there should be a wide variety of ways to use the dice. I concentrated on how one gains dice because the discussion seemed to tacitly assume that would be the same as for the fighter, while there had already been discussion about spending them in different ways.
Ok, but how would these varieties of ways add something new to the class in a way that another mechanic wouldn't? The Rogue already has mechanisms for improving their sneakiness and their skills - what would these dice be allocated to that isn't being covered?

I don't consider the first option mostly replicating the current feel of sneak attack to be a demerit. If ED is a good option, it should be able to do at least as much. (My modification to require starting one's turn with combat advantage to get ED, and therefore damage equivalent to sneak attack, is simply my preference to liven things up a bit.) The third option is not an automatic gimme for most builds unless not-being-hit is a gimme. If that is the case something has gone horribly wrong at a more fundamental level. In any case, these are just my attempts to show that ED could, in principle, be utilized to achieve feels far beyond what is just present in the playtest fighter. The suggested mechanics are not serious attempts at balanced design, so I feel like you may have missed the forest for the trees.
Regarding the first option, if it just replicates the current setup, it's an added layer of difficulty without additional benefit. The third option is close to a gimme for ranged builds, who are much less likely to be hit than melee rogues.

And in a sense my examples do get rogues away from sneak attacking, because ED are a resource that can, I hope, do more than replicate sneak attack, and indeed there could be implementations where a rogue has ED but can't sneak attack. (Example: A rogue using the third option has ED in a system where "sneak attack" is defined as rolling ED damage twice against targets attacked with advantage. If this rogue cannot obtain advantage from any of the targets they would not, in this implementation, be sneak attacking even if they applied the ED as damage on attack.) Thus we could move away from the assumption that sneak attack is the rogue's combat sine qua non. So ED could do something that looks like sneak attack, as well as other things, but we don't have to call it a sneak attack unless that fits the usage.
Except you haven't identified any alternate uses, nor how those alternate uses would fill a gap in the class as it's currently designed. What does the Rogue need to do that it can't do now that would require these dice?

Hopefully the above made it clear that's part of my goal. It's interesting you mention Complete Scoundrel, because I took a look at the 10 ambush feats in that book. The benefit summary of every single one starts with "Trade nd6 sneak damage to..." Hmmm...if only there were some dice-based resource one could spend for unique effects... ;) OK, that's more snark than you deserve. Still, the playtest specialties offer different scenarios (catering to different playstyles and flavor of rogue) in which they may gain sneak attack. The different ED refreshing ideas have similar intent.
Sorry, I was thinking about the Complete Thief's Handbook from 2nd edition, which also had Mugging as an alternative to Backstab. But looking at the Ambush Feats, I see a difference between this and ED - all of these feats still involve Sneak Attacking people, they just involve switching out some damage to put penalties/effects on people (with the exception of the one that allows you to Sneak Attack next turn). Whereas ED can be applied to many different things - the Fighter can do both attacks and defenses, defending allies, or movement effects. Moreover, unlike ED, where you get dice ahead of time and then in apportioning them can choose to do different actions, these possibilities all come after the Sneak Attack.

If this is what you want for the Rogue, I'm down with it. However, I think turning this in ED instead of saying "you can trade in Sneak Attack damage for X effects" is needlessly complicated.
 

It's not just elegance, though. I think it also includes the criteria of appropriateness/evocativeness (i.e, is the mechanic serving the class' image as opposed to the other way around) and additional value (does this mechanic work better than alternative mechanics).

Fair enough, although the "Is mechanic X evocative of ability Y?" question is a huge rabbit hole (cf. every magic system ever) and not one I'm particularly inclined to go 10 rounds on. I personally don't think sneak attack serves the rogue's image very well, not because sneak attacks aren't well modeled by extra damage or because the idea of the sneak attack is at odds with the idea of a rogue, but because the conceit that what a rogue principally does is sneak attack strikes me as unhelpfully narrow.

Ok, but how would these varieties of ways add something new to the class in a way that another mechanic wouldn't? The Rogue already has mechanisms for improving their sneakiness and their skills - what would these dice be allocated to that isn't being covered?
I think the main thing would be drawing connections between classes and the broader world of martial options, of all these characters interacting in the fictional space in a coherent (but not identical) fashion. For any "maneuver" you might like to see I'm sure we could come up with an extension of existing rogue mechanics to achieve that effect. What would be missing isn't the effect, it is the coherent connection to other game elements.


Except you haven't identified any alternate uses, nor how those alternate uses would fill a gap in the class as it's currently designed. What does the Rogue need to do that it can't do now that would require these dice?
Knock downs, extra movement, aiding another character with advantage against the same enemy, bonus to a skill check made as part of a freeform stunt, improve the effect of a feint, nonlethal takedowns, wield an unfamiliar weapon or non-weapon as though proficient, opportunistic strike when an enemy is critically hit by an ally, turn a fumble into advantage as though you meant it all along, attempt to grab the weapon of an opponent that just disarmed you, make an attack while slipping through an opponent's space, ignore a sneak attack made against you, perfectly silent attack against an unaware opponent, steal something as part of another action.

The rogue doesn't need to do any of those things, but I bet most rogues would find a few things on there they might find appealing. Could you do any of those things with other mechanics besides ED? Of course, mechanics are arbitrary. I think there is something to be said for having a single system to handle effects like these that all the martial classes could tap into, rather than writing a new mechanic for each subset of them that would reasonably be used by a given class. Having different mechanical subsystems to do similar tasks certainly does emphasize distinctions, but it also tends to hide similarities and obscure interactions. I'd like to have it both ways, if possible.

Sorry, I was thinking about the Complete Thief's Handbook from 2nd edition, which also had Mugging as an alternative to Backstab. But looking at the Ambush Feats, I see a difference between this and ED - all of these feats still involve Sneak Attacking people, they just involve switching out some damage to put penalties/effects on people (with the exception of the one that allows you to Sneak Attack next turn). Whereas ED can be applied to many different things - the Fighter can do both attacks and defenses, defending allies, or movement effects. Moreover, unlike ED, where you get dice ahead of time and then in apportioning them can choose to do different actions, these possibilities all come after the Sneak Attack.
Ahh, different book, no worries! Yes, you are correct about the difference between how a fighter might spend ED and the way a 3.5 rogue might use the ambush feats. But there is no reason to assume rogues have to spend ED in the same manner as the playtest fighter (though they might) any more than there is reason to suppose they would gain it in the same manner. For example, I could define that rogues (or just a specific scheme) gain and usually spend ED parallel to these feats:

Tricky Combatant: The rogue gains nd6 ED the first time each round it hits an opponent against which it has advantage. A rogue starts with one known maneuver, and learns an additional one every 3 levels. When the rogue has advantage against a target it may spend ED to activate certain combat maneuvers after the attack is known to be successful, even if the maneuver normally requires a character to spend ED before making the attack. Only maneuvers learned by rogue levels may gain this benefit. [A list or method to make it clear to exactly what maneuvers this could apply.]

That's just a sketch of how it might look, but you can see that it could almost exactly replicate the existing feel of sneak attack and the ambush feats (although this rogue could also choose not to spend the ED immediately), while hooking into a system other martial combatants use. Just because the fighter and the rogue could both speak the language of ED doesn't mean they have the same things to say!
 

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