ZombieRoboNinja
First Post
There is a bit of a debate going on over how hard it is/should be for the rogue to get in a sneak attack. Here's an off the cuff idea for adding flexibility for rogues: what if, instead of getting +1d6 every level, at each odd-numbered level starting with level 3, they get to choose one of the following:
Added Damage: +2d6 damage to Sneak Attacks. (Can be taken multiple times.)
Opportunist: You gain advantage on attacks against any creature that has taken damage since your last turn.
Flanking Strike: You gain advantage on attacks against any creature adjacent to more than one opponent (including yourself).
Crippling Strike: On a successful sneak attack, your target must contest your dex with his con; if he loses, he's stunned for one round.
(EDIT: Added this because I think it's important![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Quick Hiding: Hiding does not require an action, and can instead be done as part of a movement (taking up 10 feet of your move).
...and so on. So you can focus on being a "flanking rogue," with a bunch of ways to get advantage in melee, or you can just crank up your SA damage so when you really do get in a surprise attack it causes a lot of pain. Plus, you have some options to make your sneak attack have additional effects.
Anyone think this is worth considering? Or does it make more sense to have additional means of gaining advantage through themes? Or secret option C?
Added Damage: +2d6 damage to Sneak Attacks. (Can be taken multiple times.)
Opportunist: You gain advantage on attacks against any creature that has taken damage since your last turn.
Flanking Strike: You gain advantage on attacks against any creature adjacent to more than one opponent (including yourself).
Crippling Strike: On a successful sneak attack, your target must contest your dex with his con; if he loses, he's stunned for one round.
(EDIT: Added this because I think it's important
Quick Hiding: Hiding does not require an action, and can instead be done as part of a movement (taking up 10 feet of your move).
...and so on. So you can focus on being a "flanking rogue," with a bunch of ways to get advantage in melee, or you can just crank up your SA damage so when you really do get in a surprise attack it causes a lot of pain. Plus, you have some options to make your sneak attack have additional effects.
Anyone think this is worth considering? Or does it make more sense to have additional means of gaining advantage through themes? Or secret option C?
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