CapnZapp
Legend
Angry GMs words.Let’s be honest: D&D is a combat focused game. You can’t argue that. And you’d be stupid to try. You can stay away from combat if you want, but you can’t pretend it isn’t designed around a pretty damned cool combat engine.
Of course the Rogue should work within this context, and I think the current design is miserly as in ungenerous and I think it is begrudging as in suspecting: "don't know about handing out more to the Rogue, didn't that class get a godly amount of sneak d6's back when the PHB was first created, back when the classes were just made and the feats chapter wasn't even finalized...?"
Except this pile of d6 can't be embiggened by most traditional means.
"Here you are little rogue, here's a couple of d6, now go play with the big boys".
Rogues have few synergy effects with multiclassing. There are no Rogue feats that increase DPR. Straight-forward magic weapons gel much worse for a single-attack class than an attack-five-times-a-round class.
It's almost like Rogues are supposed to be happy with their meager pile of d6, except everyone else gets the toys later on to completely overshadow them. Throughout the lifetime of the edition, they're constantly reminded how great sneak attack is, and everybody is forgetting that by now everyone else has surpassed them.
All that's left to Rogues are going deep into mechanical meta issues to scrounge up a second sneak attack. Which is deeply deeply unsatisfying. "WHY can I make a second sneak three seconds later, but I can't do it myself, I have to wait for the Kobold's turn?" I'm not usually much for explaining crunch by fluff, but here I'm flabbergasted - so many forumists that are dead set against simplifying and removing a very very odd mechanical circumstance.
And when I suggest to simply add the two "half dice" sneaks together, everybody gangs up on me for daring to question the holy sanctity of the impeccable Rogue class design. Without even stopping to actually analyze my proposal.
Sigh.
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