D&D 5E Changing Sneak Attack to Light Weapons

Does sneak attack work in a straight-up fight with an opponent when the Rogue has an ally next to them?
In your game.
In my game, the default rogue receives the ability "Sudden Strike" not sneak attack. Sudden Strike is a swift attack again an unsuspecting foe. If the foe expects everything the player could possibly (by mind reading, for example), the ability doesn't function.

Similar limitations are given to abilities from almost every class.
 
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The fact that its called something different means squat. It's the same mechanic. Refluffing the name is needless work IMO. YMMV of course.

If your game functions like a programming language, true. Renaming a value doesn't change the value. But in my world, an ability must "be" something. Naming it correctly helps the player understand what that is and how it functions.

In your game, it feels like the ability = its mechanic.

In my game, an ability to represented mechanically by a general guideline.
 

Lets not get too focused on my game versus your game. I was just pouting out that nothing actually changes, mechanically. If your table enjoys a different name, cool, but lets not pretend you're making actual changes to the game.
 

Meh. We could call sneak attack the "Floogle Maneuver" for all I care.

It will still just be a mechanic to balance a martial character that only has a single attack per round with martial characters that get multiple attacks and/or other special abilities.
 


Lets not get too focused on my game versus your game. I was just pouting out that nothing actually changes, mechanically. If your table enjoys a different name, cool, but lets not pretend you're making actual changes to the game.

I disagree.

An ability named "sneak attack" in my game, is an attack made against an unaware opponent. If the opponent is aware of the rogue, the ability doesn't function - which is why I renamed it. If a player wanted the sneak attack ability, I would gladly allow it. Each ability must represent something in the fiction. If that ability is nonsensical in the function, the mechanic doesn't active (in my game).

When a character games an ability in my game, I ask the player what it means. The player then explains the how the ability acts in the fiction and mechanical implications of that description. If the player isn't satisfied, the player can choose a new description or we can house rule a new ability.

That way, even character ends up a little different. No two rogues are the same - in fluff or mechanics. Every character is unique.

I'll give you another example, a halfling who describes his sneak attack as piercing vital organs would not be able to "sneak attack" (regardless of the ability's name) a slime and would have to make an athletics check to first climb a giant in order to reach his kidneys.

For that reason, I would generally advice a halfling to choose a different description of the ability, because each description does, in fact, result mechanical differentiation.
 

The game has been designed for any weapon of 1d6 damage wielded singly or dualed by either STR or DEX to be balanced when used in conjunction with Sneak Attack. If the weapon can also be thrown, then it's 1d4 damage. With those rules both being true in the game as it stands... I allow players to then fluff that damage rating however they wish. If they want to use shortswords, great. They want to use kukri, no problem. They want to use a club, absolutely okay. Even when you apply whichever designation of bludgeoning, piercing or slashing to the damage... they are all the same balance-wise so it doesn't matter to me a lick what the rogue wants to use for their sneak attack. In fact, the races that have natural weapons? If they want to use those as well, they can. There is no reason not to.

And in fact... since there is a finesse 1d8 damage martial weapon on the chart, I have no issue with someone using that stat line and fluffing their weapon for sneak attack however they want either. If a dwarven swashbuckler wants to swash using a 1d8 damage "warhammer" rather than a rapier... go nuts. There is literally no change mechanically for what the game is already set up for. So trying to limit the rogue player's weapon style by not allowing it is a waste of creativity on their part in my opinion.
 

As usual, you can negotiate whatever you like for your table, that's how the game works. However, sneak attack is a specific 5E mechanic, with specific mechanical effects. If you want to change that via tags and negotiation with your players you can, but that doesn't change the fact that you're making that change, and that has nothing to do with the mechanics as written. Your table rules aren't germane to a larger discussion about how sneak attack works, other than as an example.
 

If a player asked for it i would definitely allow any weapon on that list and add martial, knife and light mace on top. It is a matter of taste. If any weapons eventually but only eventually should not make the list it is scimitar and rapier. Not because of combat properties or game mechanics, but simply because you cannot easily conceal them.
All other weapons there are either very small and/or double up as tools and that's the point for me. It is not only to sneak up undetected but eventually looking harmless to other observers than the victim.

What do you think?
If you have homebrew weapons such as a knife or light mace, I would easily see those as appropriate. I agree about scimitar was well as rapier, but a lot of players probably won't.

Personally, I wouldn't mind if sneak attack instead was a base 2d6 that replaces your weapon damage (increasing as SA), adding your STR and DEX modifiers as well. Then, what weapon you use could either have restriction (light or finesse or whatever) or just allow any weapon as you prefer.
 

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