Kae'Yoss
First Post
Re: Thanks
Bad Idea. Be sure to listen to players complaining, for you could really have messed it up. Don't let it turn into a full-scale discussion, for that will slow down play. If you cannot resolve it with a simple look-up in the books, rule-0 it and look into it later. In the next session (at the beginning), say that it was a improvised rule and that you now know the rule in question, and that it is so and so. If he persists in slowing down play, don't hesitate to knock his character out cold, telling him that he may not speak if his character's unconscious.
But be sure that you know the rules you are going to use. Look at the stats of the monsters you'll use next game, and make some notes about it. If there are any special rules planned (disarm, sunder, trip, grapple), be sure you know what they do. Also know the spells you are going to use.
The most important: Make sure you know what the characters are capable of. Know what spells they have and what they are probably going to use. Make sure that you have read their sheets and noted any special ability and magic item. This should be done before the session (you may even demand they give you a copy of the character sheet).
I really hate this 1337-script, as I hate "phat" spelling (like kool instead of cool or boyz instead of boys) and deaf-mute music (where they not only sing - or rather speak - their lyrics, but seemingly also use sign language)
Although the rogue's focus lies not in battle, he nonetheless depends on sneak attacks. He should be able to deal more damage with it than the fighter does, because the fighter can keep up his high damage potential even against COUPE (constructs, oozes, undead, plants, elementals), and even without feinting or flanking
Things like that are just plain ugly. That shows that he's a poor example for a DM. The DM should make sure that the rogue gets decent mileage out of sneak attack, but he shouldn't make it available all the time, and for free. Sometimes, he will be able to do it without any difficulty, but somethimes he has to work for it, risk something for it, and sometimes it will be plain impossible. The trick is to challenge all the players from time to time, and none all the time.
Remember: Rough rogues don't use rouge.
I agree.
Nonetheless, Sneak Attack is the rogues primary weapon in combat. Especially in combat-heavy campaigns, all the party members should be useful. So take SA away sometimes, but not all the time.
A little to biased IMO, but alright. IMC, Some enemies will attack the enemy that deals the highest damage, others try to disable the first enemy as fast as possible: rather than attacking the fighter so that he'll fall sooner, they try to drop the rogue or at least make him retreat. Other enemies will just attack the character who stands nearest. It's all a matter of the enemy's tactical skill and intelligence.
cptg1481 said:The rules lawyers thing raises it's ugly head usually in the heat of some battle and I hate slowing down play, and he's not one of those kind to drop something until it goes his way so I usually just say something like ok you win.
Bad Idea. Be sure to listen to players complaining, for you could really have messed it up. Don't let it turn into a full-scale discussion, for that will slow down play. If you cannot resolve it with a simple look-up in the books, rule-0 it and look into it later. In the next session (at the beginning), say that it was a improvised rule and that you now know the rule in question, and that it is so and so. If he persists in slowing down play, don't hesitate to knock his character out cold, telling him that he may not speak if his character's unconscious.
But be sure that you know the rules you are going to use. Look at the stats of the monsters you'll use next game, and make some notes about it. If there are any special rules planned (disarm, sunder, trip, grapple), be sure you know what they do. Also know the spells you are going to use.
The most important: Make sure you know what the characters are capable of. Know what spells they have and what they are probably going to use. Make sure that you have read their sheets and noted any special ability and magic item. This should be done before the session (you may even demand they give you a copy of the character sheet).
LokiDR said:
1 4m +h3 |33t h4x0r 0f 3Nw0|d!!!1!
I really hate this 1337-script, as I hate "phat" spelling (like kool instead of cool or boyz instead of boys) and deaf-mute music (where they not only sing - or rather speak - their lyrics, but seemingly also use sign language)
Winternight said:It's already said, but I have to repeat it and emphasize it.
Sneak Attack is the way how the rouge fights,
he has an lousy attack bouns (therefore not as many attacks per round as the fighter) , lousy strength (usually).
Don't deny him that part of fun.
Although the rogue's focus lies not in battle, he nonetheless depends on sneak attacks. He should be able to deal more damage with it than the fighter does, because the fighter can keep up his high damage potential even against COUPE (constructs, oozes, undead, plants, elementals), and even without feinting or flanking
I did once play a rouge and after doing in one game session some cool damage suddenly all creatures were immune to critical damage.
Even normal living ones.
DM quote "I make the monsters not wizard"
Things like that are just plain ugly. That shows that he's a poor example for a DM. The DM should make sure that the rogue gets decent mileage out of sneak attack, but he shouldn't make it available all the time, and for free. Sometimes, he will be able to do it without any difficulty, but somethimes he has to work for it, risk something for it, and sometimes it will be plain impossible. The trick is to challenge all the players from time to time, and none all the time.
Winternight said:
Dammed Typo
It get`s me everytime,
Rogue, Rogue, Rogue, Rogue, Rogue, Rogue, Rogue .... 100-times
Remember: Rough rogues don't use rouge.

LokiDR said:
The is NO reason that the rogue should get sneak attack every round, every attack, on every creature. None.
I agree.
The rogue can be useful to the party based on scouting, traps, and dealing with NPCs. At higher levels, uncanny dodge, uncritable monster, and fortification get more common as there are more levels/money to throw around. But the rogue can use wands and scrolls when this happens.
Nonetheless, Sneak Attack is the rogues primary weapon in combat. Especially in combat-heavy campaigns, all the party members should be useful. So take SA away sometimes, but not all the time.
MeanGenes said:The way my DM plays monsters is that they (almost) always attack the character who is the biggest threat.
A little to biased IMO, but alright. IMC, Some enemies will attack the enemy that deals the highest damage, others try to disable the first enemy as fast as possible: rather than attacking the fighter so that he'll fall sooner, they try to drop the rogue or at least make him retreat. Other enemies will just attack the character who stands nearest. It's all a matter of the enemy's tactical skill and intelligence.