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Sneak Attack: A Little Too Powerful?
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<blockquote data-quote="Shard O'Glase" data-source="post: 187291" data-attributes="member: 1134"><p>I can kind of see your point so no not everyone totally disagrees with you. Seriously they made a conscious effort to ballance the classes. The problems crop up in that they weighted combat as the biggest thing in the balance issue, so they made sure everyone were roughly in the same ballpark in combat skills, whether it was from normal beat sowns, spells, sneak attacks, or whatver everyone is roughly on the same playing field overall in a fight. Certain situations are better for certain classes, fighters are the best generalists in that their attack power rarely decreases in any field, while rogues are decent in a standard fight(good weapons, mid level bab), they become superlative in their style of fighting stealth, flanking etc. </p><p></p><p> This all works out fine if you play the standard(what core rules assumes is standard)campaign. And that is adventures much like a dungeon crawl. You play in games where the fights come less often a day and outside skills are more needed, diplomacy is expected then the balance starts to slide. Because considering that they weighted combat as the most important thing the fighter being overall the best in a fight meant he sucks at everything else. The classes who provided more out of combat abilities start to shine, yeah for the rogue. </p><p></p><p> In campaigns like this then yes sneak attack may be unblanced since the rogue is frequently shinning out of fights, but when the fights happen he still looks good. Wiz/sor really get the hook up in single fight per day games since their limit of limited supply of spells per day is now moot. Me though I'd rather boost out of combat abilities of other classes than nerk the rogues sneak attack, this is so everyone can contribute in more situations instead of having the rogue in every scene, including fights, and then having the fihgter in fights, and then taking a breather in every other scene.</p></blockquote><p></p>
[QUOTE="Shard O'Glase, post: 187291, member: 1134"] I can kind of see your point so no not everyone totally disagrees with you. Seriously they made a conscious effort to ballance the classes. The problems crop up in that they weighted combat as the biggest thing in the balance issue, so they made sure everyone were roughly in the same ballpark in combat skills, whether it was from normal beat sowns, spells, sneak attacks, or whatver everyone is roughly on the same playing field overall in a fight. Certain situations are better for certain classes, fighters are the best generalists in that their attack power rarely decreases in any field, while rogues are decent in a standard fight(good weapons, mid level bab), they become superlative in their style of fighting stealth, flanking etc. This all works out fine if you play the standard(what core rules assumes is standard)campaign. And that is adventures much like a dungeon crawl. You play in games where the fights come less often a day and outside skills are more needed, diplomacy is expected then the balance starts to slide. Because considering that they weighted combat as the most important thing the fighter being overall the best in a fight meant he sucks at everything else. The classes who provided more out of combat abilities start to shine, yeah for the rogue. In campaigns like this then yes sneak attack may be unblanced since the rogue is frequently shinning out of fights, but when the fights happen he still looks good. Wiz/sor really get the hook up in single fight per day games since their limit of limited supply of spells per day is now moot. Me though I'd rather boost out of combat abilities of other classes than nerk the rogues sneak attack, this is so everyone can contribute in more situations instead of having the rogue in every scene, including fights, and then having the fihgter in fights, and then taking a breather in every other scene. [/QUOTE]
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