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General Tabletop Discussion
*Pathfinder & Starfinder
[playtest 2] Distressed by rogue damage
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<blockquote data-quote="Uller" data-source="post: 5993643" data-attributes="member: 413"><p>I also have some concerns with the Rogue Sneak Attack implementation. I'm guessing it's going to change to make it more interesting with something similar to Fighter CS. What I don't want to see for either one is some ridiculous number of dice to be rolled for damage. Is the plan really to give a rogue a d6 per level? So at 10th level the rogue player is rolling 11d6 every other round for damage? Seems a bit much.</p><p></p><p>In the 1e days it seemed like a thief player had to work for and take risks to achieve a 'backstab'. I'm not opposed to the 4e implementations but with 4e essentials it seems like we entered a mode where a thief could get his SA damage on pretty much every attack or choose to forgo it for some other advantage using his tricks. That's fine (just like CS really) but, to me, the thing that makes a rogue interesting to play is having to be devious and the sense of achievement when it works (I once had a theif player deliver the killing blow to an enemy mage with a well earned backstab...he declared "that was so exciting I'm shaking!")</p><p></p><p>One thing I wonder (and I've only played two sessions of playtest so I haven't had an opportunity to try this). Is it reasonable for the DM to break the Stealth/Sneak Attack/Stealth/... cycle by simply having any potential targets of a SA move or act so that the thief is no longer hidden? For example, if the halfling thief slips behind a small table to 'hide' the monsters probably saw him go there...so kick the table over. If he hid behind a column move to where the monster has line of site, etc. If intelligent monsters can break SA with good tactics, I'm fine with it.</p></blockquote><p></p>
[QUOTE="Uller, post: 5993643, member: 413"] I also have some concerns with the Rogue Sneak Attack implementation. I'm guessing it's going to change to make it more interesting with something similar to Fighter CS. What I don't want to see for either one is some ridiculous number of dice to be rolled for damage. Is the plan really to give a rogue a d6 per level? So at 10th level the rogue player is rolling 11d6 every other round for damage? Seems a bit much. In the 1e days it seemed like a thief player had to work for and take risks to achieve a 'backstab'. I'm not opposed to the 4e implementations but with 4e essentials it seems like we entered a mode where a thief could get his SA damage on pretty much every attack or choose to forgo it for some other advantage using his tricks. That's fine (just like CS really) but, to me, the thing that makes a rogue interesting to play is having to be devious and the sense of achievement when it works (I once had a theif player deliver the killing blow to an enemy mage with a well earned backstab...he declared "that was so exciting I'm shaking!") One thing I wonder (and I've only played two sessions of playtest so I haven't had an opportunity to try this). Is it reasonable for the DM to break the Stealth/Sneak Attack/Stealth/... cycle by simply having any potential targets of a SA move or act so that the thief is no longer hidden? For example, if the halfling thief slips behind a small table to 'hide' the monsters probably saw him go there...so kick the table over. If he hid behind a column move to where the monster has line of site, etc. If intelligent monsters can break SA with good tactics, I'm fine with it. [/QUOTE]
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[playtest 2] Distressed by rogue damage
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