Uller
Adventurer
I saw in a couple other threads comments about Rogues and their expertise dice.
I think most people agree that sneak attack was a bit over the top prior to the OCt 29 packet...Especially the thug that could do it every round if he had 2 allies adjacent to the target (and thugs in smaller parties were a bit useless).
So I like the general direction but I agree with other posters that what should separate a rogue from a fighter in combat is that a) the fighter should generally be able to put out more damage and absorb more damage but b) the rogue should at times be able to score a more spectacular hits. These hits should have to be earned. They should require planning, timing, risk and likely sacrificing attacks...Not just have an ally adjacent.
So while I'm not opposed to the Sneak Attack mechanic...it works fine to get some extra damage. But there needs to be something that allows him with some planning and risk taking to boost his damage past what a fighter can typically do. This should be something that a rogue can typically pull of only once or twice per combat.
I think most people agree that sneak attack was a bit over the top prior to the OCt 29 packet...Especially the thug that could do it every round if he had 2 allies adjacent to the target (and thugs in smaller parties were a bit useless).
So I like the general direction but I agree with other posters that what should separate a rogue from a fighter in combat is that a) the fighter should generally be able to put out more damage and absorb more damage but b) the rogue should at times be able to score a more spectacular hits. These hits should have to be earned. They should require planning, timing, risk and likely sacrificing attacks...Not just have an ally adjacent.
So while I'm not opposed to the Sneak Attack mechanic...it works fine to get some extra damage. But there needs to be something that allows him with some planning and risk taking to boost his damage past what a fighter can typically do. This should be something that a rogue can typically pull of only once or twice per combat.