FrogReaver
The most respectful and polite poster ever
Thank you for at least recognizing my perceived issue and reading my solution.
Yes, in unoptimized games the Rogue needs no help (and I believe I said as much).
But I would be interested in you taking your analysis one step further: already in the core game the Rogue can achieve his level in sneak dice, only distributed over two, not one, successful sneak attacks.
You say you dislike that, but apparently you're more worried about the damage than the delivery.
Yes, but delivery is also considered.
Have you taken any steps to remedy that, is my question since it seems we could benefit from the same solution (only with different amounts of sneak dice).
Regards
I have not. In games where most other players highly optimize I'll either play something else if I want to keep up with them in combat or I'll highly optimize my rogue toward out of combat purposes and be the best of the best at those. It helps that I know optimization when I see it.
Ps. From my point of view you don't need "very optimized builds", but judge for yourself:
The Druid gets there any time he summons eight Velociraptors. I've actually nerfed these spells by having the player roll a die each time: rill high, you get the exact critters you want; roll low, you get weaker specimens. Otherwise the Druid isn't geared towards DPR which isn't a problem since he's a support class.
The Paladin is an obvious nova'er.
The Barbarian also has it easy, with rage and reckless.
The Sorcerer is a DPR beast and King of novas, as would be expected for a class capable of twinned cantrip plus quickened Fireball in the same round.
The Monk gets excellent utility out of a plus weapon with his four or five attacks and Stun remains the best debuff in the game (except possibly a twinned Hold Monster, but that's expensive)
All five are capable of 60+ damage with effort and luck.
A few things. I only really look at single target damage potential not AOE potential as the impact of AOE's can be so variable. I wouldn't compare it to NOVA damage without at least looking at how much daily damage in total the NOVA character can do as well.
1. Paladins can occasionly NOVA for a lot of damage. They don't get anywhere near 60 DPR even with GWM and PM and smites.
2. Monks get much less damage than even the Paladin (unless maybe you are counting the advantage he can grant into his damage?)
3. Barbarians are great at damage when optimized. Even a Zealot Barbarian struggles to break 60 DPR.
4. I have no idea what Velicoraptors are capable of right off. So I can't really comment on your Druid.
5. Sorcerer does good AOE damage. As I mentioned before though I really don't compare single target vs AOE.
Anyways out of your current party (barring magic items), no melee character you listed gets near 60 DPR.
In this perspective, granting the Rogue a single helping of 9d6 doesn't raise any eyebrows.
In fact all the players agree the Rogue falls behind and that half level in sneak dice is rather timid and conservative (or in my words, miserly and begrudging).
Rogues are one on my favorite PC's in 5e. I've never felt like I'd be behind on damage unless it was GWM and PM style shenanigans. I've never yet used off-turn attacks as a rogue.
Of course, had the player maximized play and pulled off two sneaks a round with any consistency, the issue might have not been pressing at my table.
But that does not change my main criticism: Why is the Rogue one of the most difficult classes to play? Nothing in the class description suggests a reason why the current byzantine implementation is a good or proper one.
Well, rogues are hard to "play" because most players either suck at tactics or don't want to engage in them regularly. My rogues all approach combat very tactically and always either try to hide for advantage or two weapon fight and maximize hit and run style tactics. Generally I'm assassain's or swashbucklers.
As long as you can attack twice or get advantage on most of your turns then rogues compete well with all but the most optimized builds IME.
And very few of you have actually responded to the question: how would it be a bad thing to make the Rogue simpler? To me, the Rogue is an excellent candidate for Champion levels of straightforwardness.
In combat, mind you. Out of combat it can be as intricate as the traps it overcomes! ☺
I like the tactical aspects of the rogue. I don't want him straightforward like a champion in that regard. In terms of damage, every rogue I've ever played was straightforward in damage. Play for advantage as often as possible or use two weapon fighting to maximize your chance of sneak attack landing. No off-turn shenanigans etc. (Not that I'd be above using them but I haven't yet).
I think for most of us the rogue plays very simply. That's the real answer I think.