ISTM like you are looking for a concrete reason for a difference between one entirely abstract number and another higher abstract number. I'm afraid I don't think you are going to find one!frankthedm said:But with sneak, the victim must fail to be able to percieve or react to the rogue, the scout's damage bonus occurs because the scout simply 'moved'.
Ah, but since the preference of one arbitrary method over another is also completely arbitrary, one might be able to find an argument that one arbitrarily decides supports the other.glass said:ISTM like you are looking for a concrete reason for a difference between one entirely abstract number and another higher abstract number. I'm afraid I don't think you are going to find one!
glass.
frankthedm said:In game How does one attribute the ability to deal more damage because you are moving? Aiming works well if you are not moving, but can be hard to picture in the opposite situation.
If my character eats a more severe wound, my character wants to know WHY in game. If some thief rams a blade deeper in because I lost track of him, thats fine, But when this archer I was keeping my eye on hits me worse because he moved away, I am going to say WTF?
Greg K said:I have the same problem with skirmish. My solution was to just not use the Scout, but rather to use the Wilderness Rogue variant to cover the Scout (as I had already been doing prior to Complete Adventurer). However, there was a scout variant in a Class Acts section of Dragon that gave up both Fast Movement and Skirmish in exchange for Sneak Attack. And, if I recall correctly, there was also a mounted variant in the same issue.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.