Enough Sneak Attack?
Phlebas said:
Playing the wizard in a rogue-less party I've invested in a chime of opening but I'm not going to load up on divinations to replace the rogue - spells might be better but they are not an effective solution because they run out quickly and frankly I've found a fiendish ape called 'ook-ook' is a much better use for a 3rd level spell for the party in almost all circumstances....
Perhaps. I was more thinking of Fly (or in some cases, Spider Climb) vs. Balance/Tumble/Climb/Jump, Freedom of Movement vs. Escape Artist/Swim, Knock (or just a heavy damage spell) vs Open Lock/Disintegrate/Passwall, Dimension Door/Teleport vs Disable Device. Invisibility vs Hide. I don't really find divinations comparable - some do things Rogues can't dream of, and others are solved more simply by removing (or opening) the door. It may just be a difference in level ranges that we're thinking of.
Summons are very flexible. I really like them for trap detection
Phlebas said:
Skills = a versatility limited only by your imagination (or a DM who doesn't give you more than a 20' x 20' room to work in...). And that, IMHO is what makes playing rogues enjoyable - you have the skill base to try different things all the time
Tumble through line of skeletons, climb onto altar, take out necromancer.....
Hide as guards run past, sleight of hand the amulet from the leader, Decipher the runes and deactivate the constuct
Hear the wizard chanting a spell, disable trap and exit stage left
balance across chasm, open locked door and surprise the enemy
etc etc.
Actually, I think that as a skill-based class, Rogues have far too few skills. I've tried pumping them to 12 + int mod, and it still ended up being too few. I've added generic combat options onto a dozen or so skills, and that did help some.
And yes, I do try to emphasize skill usage where I can; I think it's one of the better advances of 3E vs. late 2E.
Phlebas said:
Could anybody other than a rogue try it? Sure, anybody other than rogue / bard / ~ranger succeed? unlikely. The skill points a rogue gets are fundamental to the class concept.
Well, given an individual skill, yes, any class could try it. They mostly get a better breadth of skills. However, even with an 18 Int (or 16 if Human), they get 1/3 of the core skills; less if you include the fact that a bunch of sub-skills (such as Knowledge) need to be purchased separately. I'm thinking that they should get something closer to a base of 14 skill points/level (base), with all skills as class skills.
Phlebas said:
I actually like the fact that for some monsters the rogue character has to think. The same as huge DR/immunity to crits makes martial types think, the same as SR / Resistance makes spell-casters think. The same as a large room with two exits, different coloured squares on the floor, and a deaths head symbol on the wall makes everybody think... the classics are classic for a reason.
Just MHO and YMMV.
In all honesty the fact that rogues sneak attack is limited / not-limited is so far down the list of things that will decide whether I convert to 4e or not I'll have to make a climb check (DC 15) to get that far down to read it......
I wouldn't mind sneak-attack immunity if, say, 10% (or less) of creatures had it. The problem is that at high levels, more like 50% of creatures have it, and even at low levels, it's well over 10% (all Plants, Oozes, Undead, and Constructs- just to start). SR on the other hand, is controllable, and (over a number of levels) pretty easy to mostly ignore (heck, your summons example above is a classic way to get around SR). DR is an annoyance you can specifically prepare to get around. I'm unclear as to why Immunity to Crits matters much to anyone but Rogues - isn't it at most roughly a 23% or so reduction in damage (assuming Improved Crit/Keen and a maximum crit weapon)? Frankly, high-level warrior-types typically got a bunch of +1d6-type damage abilities on their weapons in my games (and would typically not go for maximum crit weapons), so I think it was quite a bit less significant than that in my games.
To be clear, with some frequency while designing an adventure, I have to look through the first draft to determine if anything can be sneak-attacked, and if not, I need to change the module in response. I find that annoying, particuarly if I'm doing a run of them. When playing a rogue, I find not being able to sneak attack anything because the GM wanted to create, say, an undead-filled crypt extremely annoying.