No class is, as there are no Power Sources in pre-4th Ed (thank god, for me).
See above. I was referring to martial/caster not 4e power sources.
No class is, as there are no Power Sources in pre-4th Ed (thank god, for me).
Sneak attack is fine, as long as it, you know, requires SNEAKING.
Yeah, I'd like to see more focus on this. How often do 3E and 4E rogues bother with stealth to get sneak attack? Most of the time they just flank and stab.
Stealth is really hard to use in combat (for good reason). The Cunning Sneak rogue build does make this pretty easy, as well as a few scattered PH1 rogue and Essentials thief utility powers. However, you don't need this to sneak attack, since there's many ways of getting combat advantage.
If sneak attack required sneaking, I would hope rogues would get sneaking abilities that go beyond "bonus to Stealth checks".
Indeed. I am arguing with people who claim the game should never allow the option of swapping sneak attack for a more non-combat ability - not in a supplement or module or any sort of future release. That it simply shouldn't be allowed under the rules.
How do you reconcile that with the traditional D&D approach to spell memorisation, which permits exactly this - it permits a wizard taking a specialised load-out, and it creates situations where (for instance) the solution to the guildmaster negotiation is some sort of charm spell.I'm going to take a stab at trying to explain why I think it would be a bad thing for the game to present the option to decrease ability in one pillar to excel at another.
I prefer to have PCs who can contribute equally but differently in all situations.
<snip>
I want players who are invested and excited by all kinds of different aspects of gameplay. When the PCs come into the den of thieves and have to convince the guildmaster to help them, I don't want gameplay to suddenly be driven by the guy who forewent Sneak Attack for Improved Parlay or whatever ability replaces it.
I already detailed this in the post you quoted, but thieves get: 1) sneak abilities, 2) trap abilities, 3) skill with a rapier and bow (along with their typically high dexterity and attack bonuses), 4) often superior persuasion abilities, 5) climbing abilities, 6) the ability to wear some light armors, 7) etc.. Commoners do not get any of that.
I just explained why it is enough to make the rogue competent in combat. I am not saying that the option should be there to remove sneak attack and replace it with nothing. The thing that replaces it is what would be worth it for the player to choose as an option.
Nothing at all. My position, stated repeatedly, is that I think the rogue player should HAVE THE OPTION TO choose a more non-combat ability in place of sneak attack, if they so choose, perhaps contained in a supplementary book.
Indeed. I am arguing with people who claim the game should never allow the option of swapping sneak attack for a more non-combat ability - not in a supplement or module or any sort of future release. That it simply shouldn't be allowed under the rules.
How do you reconcile that with the traditional D&D approach to spell memorisation, which permits exactly this - it permits a wizard taking a specialised load-out, and it creates situations where (for instance) the solution to the guildmaster negotiation is some sort of charm spell.