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Ampersand: Sneak Attack

Ahglock said:
I'm not so sure. That seems to fall into the same category of unfun as sneak attack not working on undead.

In PHB2, they added a rogue option which let you sacrifice SA damage for one attack and give an opponent -5 to AC. This was mostly for undead and golems, but, mugawd, did my 2-weapon fighter optimized swashbuckler/rogue take advantage of it!

a)Acrobatic charge to heavily armored foe.
b)First attack -- wipe -5 off his AC.
c)Follow up with, I think, 6 other attacks (iteratives+2WF+hasted), all of which did some SA damage on top of it.
d)All other party members got an effective +5 to hit when they went after the baddie.

I would much rather see 4e rogues have an assortment of abilities to 'set up' foes which aren't vulnerable to SA than to strain logic by being able to make golems or skeletons or water elementals 'bleed'.
 

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My, what a long thread. Anyway:

I mostly like it. I don't mind the new, more-focused-class model, nor am I surprised by it (they have been saying all along that that is what they were going to do).

Re the weapon list -it does seem a bit light, but I am not overly concerned as we know there will be some ways to expand it and can readily surmise that there will be others.

Re per encounter powers -the 'player-narrative control' option works for me, and has done since I first heard about per encounter powers in Bo9S.

I'm sure I had lots of other stuff to say but that is lost at the dawn of time when I started reading the thread. :D



glass.
 

Regarding rogues with greatswords:

Remember that the True Way is to first ask yourself, "why do I want this? What do I hope to accomplish?" And to second ask yourself, "Can I accomplish these goals in other manners?" To restrict yourself to only one path to a conclusion may unnecessarily deny you that conclusion.

In 3e, "sneak attack" was really "hit them while they're at a disadvantage and do more damage." This meant that it was logical to allow sneak attacking with greatswords. In 4e, "sneak attack" includes "hit them while they're at a disadvantage and do more damage," but I'll bet an imaginary cookie that there are other abilities available which accomplish the same thing in different ways. Do we honestly believe the Fighter will have no abilities that involve brutalizing some sucker who just gave the Fighter combat advantage? So if that's what you want the sneak attack for, you should be covered.

If the reason you wanted a Rogue with a Greatsword was because you wanted a viable lightly armored warrior with good alertness and stealth skills (think Conan at times), you are probably a little bit screwed. Chances are that the Fighter is going to assume you wear heavy armor, even if you can make a stealthy, alert Fighter by spending feats (almost certainly possible, see feats previewed that improve alertness to danger). But, there's a good chance that the Barbarian will cover your needs once it is released. In the meantime, I feel your pain- I want to play a Monk or a Shadowcaster.

If what you want is to "leap out of the shadows with a cleaver and lop someone's head off," I would suggest that you don't really want a greatsword. Greatswords are BIG. A cleaver is probably best modeled with a shortsword, and if you want to be a strong rogue who lops off heads, well, there's already the Brawny Rogue and attacks like Torturous Strike.

Finally there's the speculation that a feat might exist that allows you to count other weapons as light blades. Who knows? We'll find out.

So... ask yourself what your goals are with the greatsword wielding rogue. Maybe the game covers those in other ways.
 


Ahglock said:
I can grok HP, but no I can not grok per-encounter with a set of generic answers. And certain moves there is no answer for it being per-encounter other than balance. Heck no one in my game is really groking the per-encounter mechanics in SAGA.

To get per-encounter abilities to work for me, I'm probably going to need some flavor text in each per-encounter ability describing they why, and it better not suck to hard.
I can grok per-encounter abilities with a number of justifications. Maybe the ability requires such mental focus or physical strain that it takes some rest to recover. Maybe it requires a combination of ideal circumstances between you and the opponent, and saying it can only happen once per encounter is just the easiest way to adjudicate it.

Personally, if sneak attack limits a rogue to using a light blade, that is just too restrictive for me. I do bet we'll see stuff like bludgeoning sneak attacks though.

I also suspect that everyone will get simple weapon proficiencies for free, so you'll conceivably have club ansap-wielding rogues.

And maybe some maneuvers won't be weapon-restricted at all.
 

Ahglock said:
Um yeah, and again that explanation only works so far. Lets say pelvis kick is a special per encounter maneuver. People get the idea that kicking Bob in the pelvis 12 times in a row is a bit hard to buy. And they get the per encounter part for this style of explanation when it is appropriate. But its even harder to buy that he couldn't do the pelvis kick 15 seconds later on Joe who didn't even see the first pelvis kick. But mysteriously if Joe was in the 2nd room you could pelvis kick him 1 minute later.

If you want location based moves and trick moves limited so they aren't used over and over again, make it so there would be a reason why the PC wouldn't try it. Make them at will but flag them as trick/called shot moves. Say anytime someone is struck by moves like pelvis kick they get +5 to there AC to try to avoid another pelvis kick from the same opponent in the encounter. Each use of pelvis kick against the target increases the targets Ac to avoid that move by an additional +5. Anyone who perceives the pelvis kick style moves taking place gains a +5 to there Ac to block it, but it does not stack due to additional viewings.

Hi Ahglock,

So, let me get this straight. You would rather increase the arithmetic players and DMs must utilize in any given round of combat to "make sense" of powerful special abilities?? Slowing down combat and making the game more complicated has more narrative power to you?? Seriously??

I personally find this mind-boggling. Reminds me of this one guy over on the WotC forums who couldn't "rationalize" the per-encounter maneuvers of Tome of Battle so he created this extremely complicated sub-system that essentially wedded maneuvers to the Combat Focus feats from the PHB2. I found the whole enterprise needlessly convoluted and complicated and it seemed as if it would not only slow down combat even more, but restrict the tactical options of martial adepts at the same time.

I mean, isn't it much easier to just flip a card over when you can't use that power any more?? Wouldn't the game run much faster and smoother that way??

In either case, I find your proposed solution runs into the same problem that the developers found with the "recharge" mechanic from ToB. Characters would just use their "best" or "strongest" power as many times as they could as often as they could until it stopped working. They would, essentially, do the same thing round after round after round until the target's AC got too high. Then, they'd just move on to the next target and start over. Rinse, wash, repeat.

This defeats the whole purpose of having these powers in the first place.

I really don't see the problem you guys are having with these encounter and daily powers. I could easily narrate them as a matter of tactical positioning and opportunity. I was in just the right position at just the right time at just the distance to use my rogue's Torturous Strike power. If you want to go even further, narrate it as your swiftblade's Penetrating Blade technique. Our plucky hero didn't use this power again during the encounter because those circumstances did not reproduce themselves for him to use that attack again.

Or, if you want, narrate it as a matter of perfect concentration and focus that can only be achieved once during any given fight. Or, a transitory burst of pure adrenaline to use a special technique. Or, channeling your animus and innate reserves into a mighty strike.

I mean, really. Its that simple. No need to pigeonhole people into any fixed metanarrative because, and this is the beauty of this mechanic, you the player are free to construct your own narrative that best explains how your character's individual powers work. Badda bing.

This requires nothing more than the ability to think abstractly (y'know, the way we *all* do when it comes to hit points, armor class, and turn-based combat rounds?). Not every minutia of the game needs a concrete mechanic or rule behind it. Use generalizatons. Use abstractions. They're fun. They promote storytelling and encourage immersion.

But.... nah.

Laterz.
 

One other interesting thing about Sneak Attack (assuming that the preview was the entire writeup) which I think many people missed

No more debates about whether or not, you can sneak attack giants/dragons. :D

3.5 Sneak attack (SRD) A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Was I the only one that had a DM say "You can't sneak attack a creature that is 2 size categories or larger than you". Sure, we knew about the undead thing for weeks but this last one makes me happy as both a player and as a DM.
 




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