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General Tabletop Discussion
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Sneak Attack: Is it broken?
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<blockquote data-quote="DMCF" data-source="post: 6724166" data-attributes="member: 6790388"><p>I have 3 sorcs, a fighter, two rogues and a cleric in my game's group. A lot of firepower right? Sneak attack is great steady damage for rogues who get advantage but there are ways to remind rogues they are glass cannons. The sorcs are easy but rogues can have decent AC. </p><p></p><p>1. Extra NPCs. I disabled some characters with Quazits in bat form accompanying a Vrock. Once the quasits were gone they did lay the hammer down because they had it completely surrounded.</p><p></p><p>2. High single strike damage can attract agro, especially in melee. Rogues don't have a lot of HP. One hit from a brute and they need to take a turn to disengage, move and hide/dash.</p><p></p><p>3. When rogues roll stealth don't tell them if they are hidden or not since it relies on NPC PP or active perception. When they hit ask them to tell you damage and separate sneak attack damage and record what the outcome really is.</p><p></p><p>4. On crit fails I do an affect. If they hit someone from behind I will (rarely) apply the sneak attack damage for their turn.</p><p></p><p>5. Remember that turns are individualized. When combat returns to the top of the turn order the rogue still may be in their specific turn. Rogues seem to think SA damage applies on opportunity attacked but they do not if they expended their SA during their action attacks.</p><p></p><p>6. SA is once per turn so multi-class fighter's action surge does not give the rogue a second sneak attack in the second action. (I will allow this if the party is split and the rogue manages to hit a creature in the other party, who are hurting badly, with something...but i would present it as an option for spending inspiration.</p></blockquote><p></p>
[QUOTE="DMCF, post: 6724166, member: 6790388"] I have 3 sorcs, a fighter, two rogues and a cleric in my game's group. A lot of firepower right? Sneak attack is great steady damage for rogues who get advantage but there are ways to remind rogues they are glass cannons. The sorcs are easy but rogues can have decent AC. 1. Extra NPCs. I disabled some characters with Quazits in bat form accompanying a Vrock. Once the quasits were gone they did lay the hammer down because they had it completely surrounded. 2. High single strike damage can attract agro, especially in melee. Rogues don't have a lot of HP. One hit from a brute and they need to take a turn to disengage, move and hide/dash. 3. When rogues roll stealth don't tell them if they are hidden or not since it relies on NPC PP or active perception. When they hit ask them to tell you damage and separate sneak attack damage and record what the outcome really is. 4. On crit fails I do an affect. If they hit someone from behind I will (rarely) apply the sneak attack damage for their turn. 5. Remember that turns are individualized. When combat returns to the top of the turn order the rogue still may be in their specific turn. Rogues seem to think SA damage applies on opportunity attacked but they do not if they expended their SA during their action attacks. 6. SA is once per turn so multi-class fighter's action surge does not give the rogue a second sneak attack in the second action. (I will allow this if the party is split and the rogue manages to hit a creature in the other party, who are hurting badly, with something...but i would present it as an option for spending inspiration. [/QUOTE]
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