So let's get this straight.
Non-rogue characters are doing higher damage per round than most people experience. This is possibly because it's focused on situational, nova damage and definitely because the players in question have used feats and optimized their characters.
However, rogues can't take feats such as sharp shooter, sentinel, hide during combat, do anything to get attacks (and sneak attack damage) outside of their turn or do anything to optimize their characters because for the rogue those options are too "byzantine".
Suggestions on how to increase the rogues damage such as increasing the sneak attack die to a d8 or d10 (a very simple fix) or give them magic weapons to help out are ignored. The solutions you suggested seem to be more complex.
Then 98% of responses say that there's not a problem, that the answer in the title of the thread is a simple "NO". All of those responses get attacked because they don't agree 100% with the OP.
But let's talk about (an abbreviated version to bypass some of the bluster) first posts.
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But in games with feats the fighter get upwards of 35 or more damage a round, along with a host of other tricks.
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There is no burst/nova capability.
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Correct play requires absolute system mastery, to gain two sneak attacks in as many rounds as humanly possible.
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Sure the Rogue has its uses outside of combat, but let's be honest - D&D is a combat-heavy game, and there needs to be a straightforward way to build a Rogue that is competitive in combat.
I don't see the fighters getting 35 or more damage per round consistently without using limited resources, and rogues have their own tricks if they want.
True, rogues don't have burst/nova capability. Unless of course they're an assassin or a trickster rogue.
In order for your fighters to be getting sky-high damage, they have to have quite a bit of system mastery as well. What's your point? As far as being a combat-heavy game, it depends on your DM and player. There's another thread where people are posting that combat takes up half or less of game time for many people. I know in my current game, the rogue has been quite useful out of combat. YMMV
- Change sneak attack from once per turn into once per round.
- Instead, grant one sneak d6 each level instead of every other.
Why take away something only to make people take a feat later on to get it back?
It would be easier to just give the +
n damage on a sneak attack or change the sneak attack die to d8 or d10. I think it's a pretty huge increase in damage.
- You gain one "backstab die" every other level, which are regained during a short or long rest. You may use any or all of your backstab dice on any attack that qualifies as a sneak attack. Each adds 1d6 to the sneak damage. You can decide how many backstab dice to use after you see whether you hit or miss.
You think this is simple? OK ... I don't see a need for it. But depending on your game your just piling on and if you don't have many fights between rests then the rogue is suddenly out-damaging everyone.
- Opportunist. You may sneak attack once per turn instead of once per round. Increase your Intelligence score by 1, to a maximum of 20.
This feat reinstates the raw rule, in the anticipation that regular players won't bother, and thus, that the feat won't be considered a feat tax.
CapnZapp taketh away so that CapnZapp can giveth? I don't see the point. If I want to play a swashbuckler rogue, this becomes a feat tax for no reason.
Then throw in a few things like rogues have to be better than everyone at damage, better survivability in melee compared to a bear totem barbarian all while insisting that everyone else is wrong unless they agree with you 100%.
I could see some minor tweaks to make a more combat effective rogue here and there depending on type of rogue, but why bother? Anything that doesn't just agree with the mighty Capn is ignored or flamed.