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Help in getting a second sneak attack
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<blockquote data-quote="DEFCON 1" data-source="post: 7369256" data-attributes="member: 7006"><p>So let's go through the current list of the various decision points that can raise the Rogue's DPS. Then see mechanically what are the best ways to accomplish it. Due to player choice we are going to avoid Multiclassing, avoid switching to ranged weapons, as well as ignore the rather unhelpful "advice" of "Well, the Rogue does most of their stuff outside of combat, so they should just suck it up!"</p><p></p><p>Raise Rogue base weapon damage:</p><p>- Item to raise the rogue's DEX. Already in the game.</p><p>- Magic weapon with additional damage riders, probably easiest to make it a dagger so that it guarantees going to the Rogue. Also already in the game.</p><p>- Magic weapons of larger damage dice that have the Finesse property and give proficiency and thus are able to be used for Sneak Attack (for instance Finesse polearms or two-handed weapons).</p><p></p><p>Increase Sneak Attack frequency:</p><p>- Magic item to allow the rogue two SAs per Rogue turn.</p><p>- Item or feat that creates more Opportunity Attacks for the rogue, so they can SA off their turn using their Reaction. I personally am working on a dual-wielding dagger fighting style for my next campaign that allows the roguish character to essentially "step into" their enemy's space and attack. But in order for the enemy to attack back the enemy has to step OUT of the space on their turn because they can't bring their weapons to bear, and this allows the roguish character to make an Opportunity Attack. Thus the character gets usually 3 attacks per round (two from dual-wielding, one from the OA that occurs almost every round) and thus why I only allow it for dagger-wielders.</p><p></p><p>Increase base Sneak Attack damage:</p><p>- Magic item or weapon that increases the Rogue's sneak attack dice from d6s to d8s or even d10s.</p><p></p><p>Increase Sneak Attack potency:</p><p>- 'Keen' weapon or item that increases number of Critical Hits occurring via expanded crit range, thereby doubling SA damage more often. Was in the game during 3E.</p><p>- Magic weapon or item that increases number of Critical Hits occurring via giving more attacks with Advantage, thereby doubling SA damage.</p><p></p><p>Maximize Sneak Attack damage:</p><p>- Magic item or feat that allows the Rogue to Maximize their SA damage on a hit. Perhaps either via Charges (so only X number of times per day) or via the mechanic that's been brought up before of 'When you Attack with Advantage and if both rolls hit...' you get to Maximize your SA damage dice. Doing something like this would essentially mimic what Paladins usually do, which is to decide to maximize/smite usually when they roll crits, so that the big damage hit is doubled.</p><p></p><p>**********</p><p></p><p>As mentioned above... the only 'canon' rules already in some version of D&D are the standard magic weapons that increase base damage, and the Keen weapons that increase crit range. In both these cases though, you'd have to rely on your players actually giving said weapons to the Rogue rather than another PC claiming it. The easiest method for that would obviously be making them daggers, but even then you might have some of your more opportunistic players do the math and decide moving down to dagger would actually still be beneficial for them and thus screwing over the rogue.</p><p></p><p>For me personally... since Feats are a viable part of the campaign being run, I'd just homebrew more feats. The 'Cutthroat' style I mentioned above would be one which would could easily do:</p><p></p><p><em><strong>Cutthroat</strong> - When you wield a dagger in one or both hands or are unarmed, you may move into and remain within a hostile enemy's space. When that occurs:</em></p><p><em>- You are considered to have half cover and gain a +2 to your AC.</em></p><p><em>- You may make melee weapon attacks with daggers or unarmed attacks as normal.</em></p><p><em>- The enemy whose space you are in may not make melee weapon attacks against you while they remain in the same space (unless they also have this feat). Should they leave the space in order to bring their weapons to bear and attack, you may make an Opportunity Attack against them.</em></p><p></p><p>If this seems a little much, you can just remove the bonus to AC part of the feat.</p><p></p><p>Hope these helped!</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7369256, member: 7006"] So let's go through the current list of the various decision points that can raise the Rogue's DPS. Then see mechanically what are the best ways to accomplish it. Due to player choice we are going to avoid Multiclassing, avoid switching to ranged weapons, as well as ignore the rather unhelpful "advice" of "Well, the Rogue does most of their stuff outside of combat, so they should just suck it up!" Raise Rogue base weapon damage: - Item to raise the rogue's DEX. Already in the game. - Magic weapon with additional damage riders, probably easiest to make it a dagger so that it guarantees going to the Rogue. Also already in the game. - Magic weapons of larger damage dice that have the Finesse property and give proficiency and thus are able to be used for Sneak Attack (for instance Finesse polearms or two-handed weapons). Increase Sneak Attack frequency: - Magic item to allow the rogue two SAs per Rogue turn. - Item or feat that creates more Opportunity Attacks for the rogue, so they can SA off their turn using their Reaction. I personally am working on a dual-wielding dagger fighting style for my next campaign that allows the roguish character to essentially "step into" their enemy's space and attack. But in order for the enemy to attack back the enemy has to step OUT of the space on their turn because they can't bring their weapons to bear, and this allows the roguish character to make an Opportunity Attack. Thus the character gets usually 3 attacks per round (two from dual-wielding, one from the OA that occurs almost every round) and thus why I only allow it for dagger-wielders. Increase base Sneak Attack damage: - Magic item or weapon that increases the Rogue's sneak attack dice from d6s to d8s or even d10s. Increase Sneak Attack potency: - 'Keen' weapon or item that increases number of Critical Hits occurring via expanded crit range, thereby doubling SA damage more often. Was in the game during 3E. - Magic weapon or item that increases number of Critical Hits occurring via giving more attacks with Advantage, thereby doubling SA damage. Maximize Sneak Attack damage: - Magic item or feat that allows the Rogue to Maximize their SA damage on a hit. Perhaps either via Charges (so only X number of times per day) or via the mechanic that's been brought up before of 'When you Attack with Advantage and if both rolls hit...' you get to Maximize your SA damage dice. Doing something like this would essentially mimic what Paladins usually do, which is to decide to maximize/smite usually when they roll crits, so that the big damage hit is doubled. ********** As mentioned above... the only 'canon' rules already in some version of D&D are the standard magic weapons that increase base damage, and the Keen weapons that increase crit range. In both these cases though, you'd have to rely on your players actually giving said weapons to the Rogue rather than another PC claiming it. The easiest method for that would obviously be making them daggers, but even then you might have some of your more opportunistic players do the math and decide moving down to dagger would actually still be beneficial for them and thus screwing over the rogue. For me personally... since Feats are a viable part of the campaign being run, I'd just homebrew more feats. The 'Cutthroat' style I mentioned above would be one which would could easily do: [I][B]Cutthroat[/B] - When you wield a dagger in one or both hands or are unarmed, you may move into and remain within a hostile enemy's space. When that occurs: - You are considered to have half cover and gain a +2 to your AC. - You may make melee weapon attacks with daggers or unarmed attacks as normal. - The enemy whose space you are in may not make melee weapon attacks against you while they remain in the same space (unless they also have this feat). Should they leave the space in order to bring their weapons to bear and attack, you may make an Opportunity Attack against them.[/I] If this seems a little much, you can just remove the bonus to AC part of the feat. Hope these helped! [/QUOTE]
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