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General Tabletop Discussion
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Sneak Attack: optional or mandatory?
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<blockquote data-quote="Minigiant" data-source="post: 6178415" data-attributes="member: 63508"><p>Yes, Defensive Roll would be weakened if the rogue lacks a way to display himself as a threat. But it would match acrobats, scholar, and athletes better than SA does as it doesn't make every circus performer turn adventurer or professor turn archeologist into an expert at backstabing. Then there are things like poisons and bombs a roller could employ to suplement his lower offense.</p><p></p><p>For the Henchman, I was more or less trying to suggest replacements that would level for level match the progression of SA. So it would get HD at the same time a SA rogue got biggger SA. The Henchman's stats would not be great either. All 12s, 11s, 10s, and maybe an 8. This way the rogue couldn't depend on using the henchman to make checks. It would be a HP sponge with heavy armor and the martial weapon the rogue gave him. An armored simple packmule with a greatsword who says "Yes, Boss" over and over.</p><p></p><p>I don't think the craftable Explosive would be too bad it it could be used for noncombat. The point is the SA replacement would not be a reliable noncombat feature while granting a combat bonus. So the alchemist rogue could make a Xd6 explosive, Xd6 spikes, a thunderstone for deafness and stun to X people, and maybe a smoke bomb. Certainly usable for exploration but limited enough to not tilt the rogue too far.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6178415, member: 63508"] Yes, Defensive Roll would be weakened if the rogue lacks a way to display himself as a threat. But it would match acrobats, scholar, and athletes better than SA does as it doesn't make every circus performer turn adventurer or professor turn archeologist into an expert at backstabing. Then there are things like poisons and bombs a roller could employ to suplement his lower offense. For the Henchman, I was more or less trying to suggest replacements that would level for level match the progression of SA. So it would get HD at the same time a SA rogue got biggger SA. The Henchman's stats would not be great either. All 12s, 11s, 10s, and maybe an 8. This way the rogue couldn't depend on using the henchman to make checks. It would be a HP sponge with heavy armor and the martial weapon the rogue gave him. An armored simple packmule with a greatsword who says "Yes, Boss" over and over. I don't think the craftable Explosive would be too bad it it could be used for noncombat. The point is the SA replacement would not be a reliable noncombat feature while granting a combat bonus. So the alchemist rogue could make a Xd6 explosive, Xd6 spikes, a thunderstone for deafness and stun to X people, and maybe a smoke bomb. Certainly usable for exploration but limited enough to not tilt the rogue too far. [/QUOTE]
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Sneak Attack: optional or mandatory?
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