Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DMs: Please critique this SA rule.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 2610264" data-attributes="member: 1210"><p>I don't know how much you've dmed straight up rogues in 3e, but I've run a game roughly 1.3 times per week since the game came out. In my experience, a rogue never outshines a fighter in combat except in certain very narrow, rare cases (e.g. rogue has the weapon to penetrate DR and fighter doesn't, or only the rogue has a flaming weapon and the monster has regeneration that fire overcomes, etc). The rogue has two main problems in combat that contribute to the combat superiority of the fighter and its brother classes.</p><p></p><p>1. Less chance to hit. The combination of lower BAB, less feats (which can add to your chance to hit) and a broader need for different types of gear means that fighters are much more likely to put the smack down (again, in my experience- YMMV depending on the campaign). It also means that Power Attack and Combat Expertise are less attractive, because they make it much less likely that you will actually hit anything. </p><p></p><p>2. Less hit points. This is the biggie: while a fighter can handle a few rounds of heavy damage, a rogue usually can't. The rogue's stats will almost certainly emphasize dex and int over con, while the fighter's con will usually be 1st or 2nd on his list of priorities. Combined with an average of 2 hp more per level from dice, the fighter is the one who can stand up to the punishment bad guys deal.</p><p></p><p>This combo means that rogues usually are good for a couple of hits in a battle with a big bad guy. Even then, tons of monsters are immune to sneak attack- and while, yes, that's a feature of the monsters, it's also a built-in balance point for the rogue's sneak attack ability. So that counts heavily against them. (Not to mention that lots of undead, at least, have Fort-save targeting abilities...)</p><p></p><p>So sneak attack doesn't make rogues as good as a fighter in melee; it makes it worth it for him to go a few rounds with an enemy. Meanwhile, the fighter can be in there slugging away. Sneak attack might allow the rogue to distract the bad guy for a round or two, but if the rogue goes toe to toe with an enemy that would challenge the fighter one on one, he's prolly toast. </p><p></p><p>Personally, I think nerfing SA like you're proposing makes combat rogues very unattractive (instead of only somewhat unattractive <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). However, I could see in a game where the enemies typically have low ACs that the SA/PA or SA/CE combos could get somewhat crazy. I dunno, when I started running 3e I was dubious about the sneak attack rules but decided to try them out for a while by the book before I changed 'em. Never felt the need to change 'em after that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> YMMV though.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2610264, member: 1210"] I don't know how much you've dmed straight up rogues in 3e, but I've run a game roughly 1.3 times per week since the game came out. In my experience, a rogue never outshines a fighter in combat except in certain very narrow, rare cases (e.g. rogue has the weapon to penetrate DR and fighter doesn't, or only the rogue has a flaming weapon and the monster has regeneration that fire overcomes, etc). The rogue has two main problems in combat that contribute to the combat superiority of the fighter and its brother classes. 1. Less chance to hit. The combination of lower BAB, less feats (which can add to your chance to hit) and a broader need for different types of gear means that fighters are much more likely to put the smack down (again, in my experience- YMMV depending on the campaign). It also means that Power Attack and Combat Expertise are less attractive, because they make it much less likely that you will actually hit anything. 2. Less hit points. This is the biggie: while a fighter can handle a few rounds of heavy damage, a rogue usually can't. The rogue's stats will almost certainly emphasize dex and int over con, while the fighter's con will usually be 1st or 2nd on his list of priorities. Combined with an average of 2 hp more per level from dice, the fighter is the one who can stand up to the punishment bad guys deal. This combo means that rogues usually are good for a couple of hits in a battle with a big bad guy. Even then, tons of monsters are immune to sneak attack- and while, yes, that's a feature of the monsters, it's also a built-in balance point for the rogue's sneak attack ability. So that counts heavily against them. (Not to mention that lots of undead, at least, have Fort-save targeting abilities...) So sneak attack doesn't make rogues as good as a fighter in melee; it makes it worth it for him to go a few rounds with an enemy. Meanwhile, the fighter can be in there slugging away. Sneak attack might allow the rogue to distract the bad guy for a round or two, but if the rogue goes toe to toe with an enemy that would challenge the fighter one on one, he's prolly toast. Personally, I think nerfing SA like you're proposing makes combat rogues very unattractive (instead of only somewhat unattractive :)). However, I could see in a game where the enemies typically have low ACs that the SA/PA or SA/CE combos could get somewhat crazy. I dunno, when I started running 3e I was dubious about the sneak attack rules but decided to try them out for a while by the book before I changed 'em. Never felt the need to change 'em after that. :) YMMV though. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DMs: Please critique this SA rule.
Top