• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Sneak Attack: optional or mandatory?

I prefer Sneak Attack to be...

  • a mandatory/common feature of all Rogues

    Votes: 44 37.9%
  • a feature of some Rogue subclasses only

    Votes: 39 33.6%
  • optional for each Rogue individually (~Wizardry)

    Votes: 28 24.1%
  • something else (or whatever)

    Votes: 5 4.3%

ThirdWizard

First Post
I don't know why you continue to try and make this issue about non-D&D games, or why you keep assuming the people in this thread don't also play other games, but for myself neither is the case. Let's talk about D&D and what you can do with it, what it's always supported, and not what other games do.

I don't think you can have a good discussion about what D&D should and should not support at its base without looking at the larger RPG economy. Basically, by wanting to focus on D&D only, you're pretending no other games exist to fill the niches that you would like D&D to support. Doing so dilutes what D&D is while at the same time marginalizing other games. Once you start making D&D more generic, you run the risk of losing the heroic fantasy that I come to D&D for. And, why make it more generic? I see no benefit to doing so, because those other options exist.

Basically, I don't want D&D watered down. I want D&D to be a game about warriors, battle, and delving into the unknown. I don't see any benefit to a generic D&D because of all those other options.

EDIT: And there are two things at play, which perhaps I didn't emphasize enough. There's playing D&D any way you want. Which is fine. Then there's changing D&D to fit new molds, which I do not think is fine.
 

log in or register to remove this ad

Greg K

Legend
Cool. Then we need a really good DMG, to teach DMs how to keep their players entertained, no matter what options they choose for their PCs. That's the only solution to preventing boredom, is good DMing.

It won't happen, but the DMG should also put an end to the geek fallacy that everyone that wants to play in a given game should be accommodated. It should call out that not all play styles preferences are compatible as some people's preferences weight more more heavily towards extremes. Therefore, DMs should talk with players about what each is looking for and, if preferences are too diverse and would result in an unfun experience running with a specific player, it is perfectly fine not to include the player for the benefit of the players at the table as a whole.
 

Greg K

Legend
Once you start making D&D more generic, you run the risk of losing the heroic fantasy that I come to D&D for.
Basically, I don't want D&D watered down. I want D&D to be a game about warriors, battle, and delving into the unknown.

From my understanding, what D&D is became questionable the moment it got outside of Dave and Gary's groups and even they disagreed on several issues ( Dave's Blackmoor had crit tables while Gary wrote against the inclusion of crit tables). Gary's writings also varied at various times regarding what is true D&D (sticking to RAW vs. changing the game to your needs).
 
Last edited:

Kinak

First Post
It won't happen, but the DMG should also put an end to the geek fallacy that everyone that wants to play in a given game should be accommodated. It should call out that not all play styles preferences are compatible as some people's preferences weight more more heavily towards extremes. Therefore, DMs should talk with players about what each is looking for and, if preferences are too diverse and would result in an unfun experience running with a specific player, it is perfectly fine not to include the player for the benefit of the players at the table as a whole.
Yeah, I'd be quite surprised to see it in the DMG.

Without getting to that point, I'd love some emphasis on the pre-game discussion of what people want out of the game and setting expectations. So many of the problems people have are just not realizing there's a clash until they're already several sessions into the game.

Cheers!
Kinak
 

ThirdWizard

First Post
From my understanding, what D&D is became questionable the moment it got outside of Dave and Gary's groups and even they disagreed on several issues ( Dave's Blackmoor had crit tables while Gary wrote against the inclusion of crit tables). Gary's writings also varied at various times regarding what is true D&D (sticking to RAW vs. changing the game to your needs).

Let me bring this back to the topic at hand, because I'm talking about genre modifications more than anything.

I like options for non-combat pillars, such as social interaction and exploration. What I don't like is the idea that there would be options for those pillars that would require giving up the ability to participate in what I consider an incredibly important aspect of D&D, which is combat. That's the designer suddenly saying that combat ability is just as important in D&D as whatever it is you're getting. Okay for the sake of some concreteness, let's say I could give up Sneak Attack for the ability to enter a new "social combat" system they devised. So, now I'm faced with a choice. Do I give up my combat effectiveness to play with this cool module they released? Are they telling me that D&D is just about social combat as it is about physical combat? What is the designers' vision for D&D?

Do you see how that's a bad thing? It's taking something neat and interesting to add to the game, and locking it behind a genre change. If a rogue in my game wanted to take this, what do I do? I don't want the rogue's player to sit out of physical combat. I don't want the other players to sit out of the rogue's social combat scenes. Sure, I can house rule it. But, suddenly the game as it exists is no longer quite the same. Expectations might be altered. I shouldn't have to choose what's more important. Pillars should be kept separate. Everyone should be able to fight with equivalent power, because D&D is a game about killing things and taking their stuff!
 

Salamandyr

Adventurer
What I want is for the rogue to have a little more up front combat ability, he should be at least as effective in combat as a cleric. If I'm able to trade the sneak attacks for even more up front combat ability, letting me play as a charming, skillful, lightly armored duelist, obviously not someone suited to the battlefield, but deadlly in my medium-the streets or cramped dungeons, so much the better.
 

Kobold Stew

Last Guy in the Airlock
Supporter
I would prefer that characters not have the ability to trade class abilities related directly to combat for those related to social conflict or exploration. That ability already exists: nowhere moreso than dump stats (the comment above about looking a the 8 Charisma on the character sheet and feeling useless in social contexts is particularly telling) -- though there are other ways, too.

Players can choose to have their characters balance these pillars or not, and that signals a choice to the DM, and marks areas where the character will be stronger or weaker. DDN will make those choices clearer, I suspect, with the ability checks: having dumped Int and Cha to be better in combat is goingg to come up more often than it did before.

What I would not want is to be able to reinforce that choice further through the sacrifice of class abilities in a way that reduces even partial effectiveness in one (or two) of these three areas further. The player has already turned that dial.

swapping combat abilities for combat abilities, social for social -- that's a more interesting choice because it identifies to the DM HOW the player wants her character to interact with the world when (or even just if) the game takes a turn in that direction.
 

Mistwell

Crusty Old Meatwad (he/him)
I don't think you can have a good discussion about what D&D should and should not support at its base without looking at the larger RPG economy. Basically, by wanting to focus on D&D only, you're pretending no other games exist to fill the niches that you would like D&D to support.

Effectively, they don't. The entire marketplace for the games you mentioned is so miniscule that it doesn't even make up 1/100th of the sales of D&D-related games. You can go on about Dresden Files and Dread and other great games like that all you want, but effectively they're not the competition for D&D and not a consideration.

People have always used D&D to play some horror, some politics, some social, some caper, some investigation, etc.. And they will still use it to do those things, even if you don't like it, and even if you think other games do those things better. The game has ALWAYS supported all those things to one extent or another, and will continue to do so.

Doing so dilutes what D&D is while at the same time marginalizing other games. Once you start making D&D more generic, you run the risk of losing the heroic fantasy that I come to D&D for. And, why make it more generic? I see no benefit to doing so, because those other options exist.

Again, it's ALWAYS done all those things, since the 1970s. You'd be diluting it to remove those things. And yes, I am marginalizing those indie games you mentioned, BECAUSE THEY'RE MARGINALIZED. You almost only hear about them in online forums. The mass bulk of the RPG playing community is playing a D&D-variant game, not Dogs in the Vineyard or whatever, no matter how awesome those games are. So it's perfectly fine for me to talk about the types of things D&D has always supported without reference to other games, particularly in the D&D forum of a D&D-themed website.

Basically, I don't want D&D watered down. I want D&D to be a game about warriors, battle, and delving into the unknown. I don't see any benefit to a generic D&D because of all those other options.

Of course you want it watered down. You want to remove tropes from the game that it's always done. You want no Ravenloft, for example. You want no Dragonlance political intrigue. You want to remove elements form the game that it has always done pretty well, that thousands of people have enjoyed, because you personally think other much smaller indie games can do those things better. Well, that's obviously not going to happen. They're going to support horror with D&D for example, even if Call of Cthulu or Dread does horror better.

EDIT: And there are two things at play, which perhaps I didn't emphasize enough. There's playing D&D any way you want. Which is fine. Then there's changing D&D to fit new molds, which I do not think is fine.

Only one guy in this conversation is talking about making a fundamental change to D&D, and it's not me. I want D&D to continue to support the same set of tropes it's always supported. You want to remove some because you think other smaller games do them better.
 
Last edited:

ThirdWizard

First Post
[MENTION=2525]Mistwell[/MENTION]

People have always used D&D to play those things, yes. But, what rules were in previous editions that were about political intrigue? Or horror? Was the fighter giving up BAB to gain skills? Was the wizard giving up spells to learn to track? Not to my recollection. So, I don't see any need for D&D to include exclusionary (emphasis there!) rules for those things that we've always handled with rulings instead of rules.

I love Ravenloft, by the way, and I've played and run several games of it. But, I wouldn't classify it as horror. I would classify it as dark fantasy, which is different.
 

N'raac

First Post
Cool. Then we need a really good DMG, to teach DMs how to keep their players entertained, no matter what options they choose for their PCs. That's the only solution to preventing boredom, is good DMing.

OK, we have four players, as follows:

- Social Sue sells out all her combat and exploration abilities to be a 100% Social Butterfly. She zones out at even the mention of combat, and is bored to tears by exploration challenges, complaining her character is useless.

- Dora the Explorer sells out all her combat and social abilities to be a 100% Explorer Extraordinaire. She zones out at even the mention of combat, and is bored to tears by role playing social interaction, complaining her character is useless.

- Combat Claire sells out all her exploration and social abilities to be a 100% Combat Wombat. As soon as battle ends, she says “wake me when we’re rolling for initiative” , complaining her character is useless until then.

- Variety Val builds a character able to participate in all three, and enjoys a game where all three are represented. She does not like a game that features only a single type of challenge reoccurring repetitively – “variety is the spice of life”.

Tell me the advice the DMG should provide to keep this group engaged.

It won't happen, but the DMG should also put an end to the geek fallacy that everyone that wants to play in a given game should be accommodated. It should call out that not all play styles preferences are compatible as some people's preferences weight more more heavily towards extremes. Therefore, DMs should talk with players about what each is looking for and, if preferences are too diverse and would result in an unfun experience running with a specific player, it is perfectly fine not to include the player for the benefit of the players at the table as a whole.

That’s good advice – the four players I cite above may be incompatible. But if having some ability to contribute in their “not favoured” areas would keep the three specialists engaged, then we can actually have a gaming group if they are forced not to focus exclusively on a single area.

Yeah, I'd be quite surprised to see it in the DMG.

Without getting to that point, I'd love some emphasis on the pre-game discussion of what people want out of the game and setting expectations. So many of the problems people have are just not realizing there's a clash until they're already several sessions into the game.

Another good approach. Maybe Claire, Sue and Val can agree on a game with pretty much no exploration, but a balance of social and combat encounters, and we still have a group. Dora can play in a different game, with different ground rules.

You can have a game that includes all three aspects, but you can't insist on characters who do all three...because the players who control them may not want to do all three. All you can control is the world...not the players choices. No matter how much you prefer they fight, they may not want to fight. No matter how much you want them to explore, they may not want to explore. No matter how much you want them to engage in a social drama, they may not want to engage in that. There is no way, through the rules, you can make them do any of this. As a role playing game, all you can do as DM is give them opportunities and see what they choose to do with them.

I can discuss with them up front, openly and frankly, what I expect from the game (if I’m not having fun, why should I DM?) and what they expect from the game (if they aren’t having fun, why should they play?) so we can ensure we have a game everyone can enjoy, and that expectations are clear from the outset, as Kinak suggests. If Claire/Dora/Sue know up front the game will not be all combat/exploration/social, then they can plan their characters accordingly, or decide this game is not for them, rather than being bored and probably reducing enjoyment of the game for everyone.

As Greg says, I can remove poor fit players from the game before they become a problem, or at least make it clear that their style is not consistent with this game, and will not be catered to.

ANY character can "contribute" to combat. I gave a example earlier of using a little girl character to contribute as a scout and someone who lures foes into a party ambush. That's contributing...without ANY inherent fighting ability.

And once the ambush is sprung, the player does what, precisely, for the next hour or two as a major combat is resolved? While there can be a range of combat capabilities, my experience is that most players want to be able to meaningfully contribute (ie not need a 20 to hit and do 1-4 damage if they do hit against their opponent’s 3 digit hp; not bet able to not get tossed out of the banquet provided they can roll 18+ on their diplomacy check; not run down the hall to see if there are any traps we missed) to significant and lengthy aspects of the game.

Fortunately they got rid of that sort of mechanical social encounter issue. Now, if the PCs want to engage, even with an 8 charisma, they can still do OK.

They have that. Their mouths. The players tell you what their characters do, and you determine what happens based on what they do. It may involve a roll, or an opposed roll, and it may involve circumstance bonuses or penalties based on what they said they did. But nobody is useless in that encounter.

OK, so Social Sue has interaction skills she has dedicated character resources to, like a high Charisma and numerous skill ranks. She’s effectively got a +15 to the roll. Meanwhile, Dora and Claire have a -1 thanks to that 8 CHA. Val is somewhere in between. Can we realistically have challenges to Sue where Dora and Claire can meaningfully contribute?

BTW, Claire averages 20 hp damage per hit, Dora and Sue average 5 (and don’t hit nearly as often) and Val, again, is somewhere in between. At least Dora and Sue can do some damage. Part of the problem here is that combat has always been a lengthy, multi-stage process so small increments can still have some impact over time. Social skills and exploration have been “one roll, succeed or fail”.

We're talking about trading an existing combat ability (SA) for a non-combat one. We're not talking about trading an existing non-combat ability for a combat one. Raise the specific issue and we can talk about it.

I did. The specific issue is overspecialization, whether in combat or non-combat abilities, of any character.

There is no such issue in play here though. Nobody is saying the rogue can trade their ability to stab with a sword or shoot a short bow. Let's talk about the issue at hand, not an exaggeration for effect.

Ok, let us assume the baseline is that a character with no combat abilities at all hits on a roll of 16+ and does 1-4 damage, average 2.5.

A character focused on non-combat, with some combat skill, hits on a 13 or more and does, say, (rogue with 2d6 Sneak Attack plus a 1d4 + 1modifier) 10.5 average damage.

A character focused on combat, with some non-combat abilities, hits on a roll of 10+ and inflicts about 15 points damage (big weapon, say doing 2d6, plus 8 from STR, 2 handed weapon or multiple hits, or other bonuses).

A tricked out Combat Wombat can hit on a 6+, and will manage about 30 points on average.

If we put Combat Wombat (DPR 22.5) and Social Sue (DPR 0.625) in the same combat, does Sue contribute meaningfully? If they can focus, but not exclude, certain areas, now CW has 8.25 DPR and Sue does 4.2, which seems a lot more meaningful comparatively.

All figures are purely hypothetical, of course, and let’s not factor in spells at this stage.
 

Remove ads

Top