CapnZapp
Legend
Buy more dice...?Not that I don't want the Rogue to roll all the dice on the table for a sneak attack, but I want to make sure he's not rolling all the dice on the table.
Buy more dice...?Not that I don't want the Rogue to roll all the dice on the table for a sneak attack, but I want to make sure he's not rolling all the dice on the table.
If you allow monstrous races from Volo's, a bugbear would roll 10d6 + Dex.If the 3rd level rogue is a half-orc add one more d6 for Savage Attack —- 7D6!
Not that I don't want the Rogue to roll all the dice on the table for a sneak attack, but I want to make sure he's not rolling all the dice on the table.
So at level 3 Assassin with sneak attack:
2 D20 for advantage (unless he has a party member within five feet, and if the target hasn't moved this turn he gets the advantage)
1 D6 for short sword
1 D6 for crit damage
2 D6 for sneak attack bonus (at level 3)
Are there any other dice he can roll, or is he already rolling too many dice?
Ok, so the Rogue is basically gathering all dice on the table now and on a hit (because he's maxed out his Dex ability score he's pretty much always hitting) and most likely doing 26-30 damage. And if that's what he wants to do to have fun and play the game he wants to have so be it. I don't want to prevent him from having fun and enjoying the game.
At level 4 now he's choosing the alert feat. Giving him a +5 to initiative, he's never surprised, no one gets the advantage on him, rarely misses, and does tonnes of damage.
Then after the rest of the part wakes up from a nap, its their turn.
How do you as DM's keep the game going for others to have fun too while allowing the Rogue to feel satisfied that he's killed or almost killed something.
Ok, so the Rogue is basically gathering all dice on the table now and on a hit (because he's maxed out his Dex ability score he's pretty much always hitting) and most likely doing 26-30 damage. And if that's what he wants to do to have fun and play the game he wants to have so be it. I don't want to prevent him from having fun and enjoying the game.
At level 4 now he's choosing the alert feat. Giving him a +5 to initiative, he's never surprised, no one gets the advantage on him, rarely misses, and does tonnes of damage.
Then after the rest of the part wakes up from a nap, its their turn.
How do you as DM's keep the game going for others to have fun too while allowing the Rogue to feel satisfied that he's killed or almost killed something.