I don't have a problem with 3.X Sneak Attack as it is, but I understand how some might, in the light of "so many" creatures immune to Sneak Attacks.
I also understand how some of the Feats and PrCls that address some of those concerns are not always viable choices in a particular game.
So, without buying into the need to improve a Rogue's combat ability, I nonetheless have a proposal, based on HERO system...which WILL need some fleshing out.
HERO has an ability called "Find Weakness" by which a PC with that ability can find a weakness in his foe's defenses, making him easier for that PC to fight.
I think this is a classic Rogue-esque ability, but the question is: How would we do this in 3.X D&D?
1) Open all of the Knowledge skills that may supply info about creatures- Arcana, Dungeoneering, Nature, Religion, and The Planes- to Rogues.
2) Make "Find Weakness" into a class ability by which a Rogue may use a KS check against the appropriate skill applicable to his foe in order to divine a weak spot in his foe's defenses. How much he makes his roll by determines the amount by which he reduces the defenses he's working against.
IOW, it is an alternative use of the relevant KS skills for Rogues only, and it is a Move equivalent action- it takes time to evaluate a target's defenses.
So, to Find Weakness against a Golem, he'd have to make a Find Weakness roll using his KS: Arcana skill against a DC of ___________ (I haven't worked out how to set DCs- maybe CR based?). Mere success reduces the Golem's AC by 1. A success by 5 drops the Golem's AC by 3, and a critical success (Nat 20) halves his foe's AC.
3) The FW roll works only 1 time against one of a given target's defense, but it may be applied to other defenses a target has. It can also only be used for other defenses IF the previous roll was successful.
So, if a Rogue were attacking a target with high AC and some kind of Energy Resistance or DR, he would roll a FW roll against the target's AC. If successful, he could then roll again to determine if he could find a weakness in the target's Energy Resistance or DR (player's choice).
OBVIOUSLY, this system needs additional work to be fully usable- any ideas?
I also understand how some of the Feats and PrCls that address some of those concerns are not always viable choices in a particular game.
So, without buying into the need to improve a Rogue's combat ability, I nonetheless have a proposal, based on HERO system...which WILL need some fleshing out.
HERO has an ability called "Find Weakness" by which a PC with that ability can find a weakness in his foe's defenses, making him easier for that PC to fight.
I think this is a classic Rogue-esque ability, but the question is: How would we do this in 3.X D&D?
1) Open all of the Knowledge skills that may supply info about creatures- Arcana, Dungeoneering, Nature, Religion, and The Planes- to Rogues.
2) Make "Find Weakness" into a class ability by which a Rogue may use a KS check against the appropriate skill applicable to his foe in order to divine a weak spot in his foe's defenses. How much he makes his roll by determines the amount by which he reduces the defenses he's working against.
IOW, it is an alternative use of the relevant KS skills for Rogues only, and it is a Move equivalent action- it takes time to evaluate a target's defenses.
So, to Find Weakness against a Golem, he'd have to make a Find Weakness roll using his KS: Arcana skill against a DC of ___________ (I haven't worked out how to set DCs- maybe CR based?). Mere success reduces the Golem's AC by 1. A success by 5 drops the Golem's AC by 3, and a critical success (Nat 20) halves his foe's AC.
3) The FW roll works only 1 time against one of a given target's defense, but it may be applied to other defenses a target has. It can also only be used for other defenses IF the previous roll was successful.
So, if a Rogue were attacking a target with high AC and some kind of Energy Resistance or DR, he would roll a FW roll against the target's AC. If successful, he could then roll again to determine if he could find a weakness in the target's Energy Resistance or DR (player's choice).
OBVIOUSLY, this system needs additional work to be fully usable- any ideas?
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