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*Pathfinder & Starfinder
Seeking Sneak Attack clarification for 3.0...
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<blockquote data-quote="Kae'Yoss" data-source="post: 2393364" data-attributes="member: 4134"><p>I was just thinking that this looks like a situation that I saw only too often - on message boards as well as at the gaming table: DM doesn't understand a rule correctly, or he doesn't understand the whole rule, so he changes it. Later he discovers that he misread the thing all along and realizes that it isn't so bad. It happened to me as well. </p><p></p><p>I just wanted to tell you that:</p><p></p><p>Sneak Attacks are a conditional thing, you can't sneak attack every enemy all the time, so it's alright that they are more powerful than the fighter's regular attack when they actually do occur. Reasons for SA's being impossible include COUPE-Monsters (monters with the types construct, ooze, undead, plant, elemental. None of these are even subject to sneak attack), and lack of opportunities. On the other hand, the fighter's power attack and weapon damage will work just fine all the time, and likely have a better chance to hit.</p><p></p><p>Rogues cannot really afford to stay with the enemy for any length of time, anyway. Their relatively bad AC and low HP will mean that the enemy perceives an enemy that is both dangerous and fragile, meaning he becomes the prime target. So rogues are forced to retreat pretty quickly, while the fighter just keeps on hitting the enemy.</p><p></p><p>Also, the chances to do more than one sneak attack in a given round are even more limited than doing a SA in the first place. Hiding and normal invisibility are only good for one strike, as is feinting. You have to get hold of improved invisibility or use melee weapons and flank the enemy. While Improved Initiative is indeed a nice solution (though it will mean that the rogue has to put a lot of resources into it, multiclass into spellcaster or get the support of the groups arcanist), flanking will mean that is in striking distance no matter what (unless the enemy is defeated).</p><p></p><p>So, no, we cannot tell you how to rule, but we can show you how it is really not a problem.</p><p></p><p></p><p></p><p>Free world? There's no such thing. You all belong to me and you know it. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>Uhm, I mean.... <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 2393364, member: 4134"] I was just thinking that this looks like a situation that I saw only too often - on message boards as well as at the gaming table: DM doesn't understand a rule correctly, or he doesn't understand the whole rule, so he changes it. Later he discovers that he misread the thing all along and realizes that it isn't so bad. It happened to me as well. I just wanted to tell you that: Sneak Attacks are a conditional thing, you can't sneak attack every enemy all the time, so it's alright that they are more powerful than the fighter's regular attack when they actually do occur. Reasons for SA's being impossible include COUPE-Monsters (monters with the types construct, ooze, undead, plant, elemental. None of these are even subject to sneak attack), and lack of opportunities. On the other hand, the fighter's power attack and weapon damage will work just fine all the time, and likely have a better chance to hit. Rogues cannot really afford to stay with the enemy for any length of time, anyway. Their relatively bad AC and low HP will mean that the enemy perceives an enemy that is both dangerous and fragile, meaning he becomes the prime target. So rogues are forced to retreat pretty quickly, while the fighter just keeps on hitting the enemy. Also, the chances to do more than one sneak attack in a given round are even more limited than doing a SA in the first place. Hiding and normal invisibility are only good for one strike, as is feinting. You have to get hold of improved invisibility or use melee weapons and flank the enemy. While Improved Initiative is indeed a nice solution (though it will mean that the rogue has to put a lot of resources into it, multiclass into spellcaster or get the support of the groups arcanist), flanking will mean that is in striking distance no matter what (unless the enemy is defeated). So, no, we cannot tell you how to rule, but we can show you how it is really not a problem. Free world? There's no such thing. You all belong to me and you know it. :lol: Uhm, I mean.... :uhoh: [/QUOTE]
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Seeking Sneak Attack clarification for 3.0...
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