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Sneak Attack: optional or mandatory?
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<blockquote data-quote="N'raac" data-source="post: 6178624" data-attributes="member: 6681948"><p>When you say "spend a d6" what does that mean, exactly. I like the other combat abilities. The first group (up to "Charm") seem like you would get a bonus for each d6 of Sneak Attack used when the circumstances are right, and be permitted to divide them up where multiple circumstances are met. [HEY, D&D Next Designers - COME MINE THIS THREAD FOR GREAT ALTERNATIVES TO SNEAK ATTACK WHICH CAN KEEP THE ROGUE VIABLE IN COMBAT!!!]</p><p></p><p>But I'm unclear what happens to, say, the dice I spend to be skillful outside combat? Do I just get these every time? I'd be OK with that as choices to replace non-combat abilities, but not combat-related abilities. </p><p></p><p>But my bias would be for every class to have some resources fixed to combat (ideally lots of choices, but ALL combat related), some fixed to non-combat (maybe even fixed separately to exploration and social), and perhaps some more that they can allocate between combat and non-combat. I do not want any class, as a default, to be able to sell off all of their combat abilities to be (virtually) useless, and bored, in combat. Nor do I want anyone able to sell off all their non-combat abilities to be a combat machine, as a default. A module allowing this, with a discussion of the impact? Sure - the more modules, the merrier! But the default character should be able to participate - effectively - in every aspect of the game.</p><p></p><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em>: (sorry; just thought of this) To the spells issue, I am OK with the wizard picking his spells. If he picks all non-combat spells, he can fix this within a single level, or seek out new spells before gaining a level. That's easy. And at 1st level, his crossbow lets him participate in combat. He's not going to lose all his combat spells when he goes from Level 6 to L7. A better comparison to the Rogue trading Sneak Attack is the wizard being able to forego the ability to cast any spell in less than, say, 10 combat rounds, with no way to reverse that decision, or only able to reverse it after a significant period of game time has passed (say 3 or 4 levels - how often do we envision allowing the rogue to swap back in for sneak attack?) The Wizard's class ability is not "This spell and that spell". It is the ability to cast arcane spells.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6178624, member: 6681948"] When you say "spend a d6" what does that mean, exactly. I like the other combat abilities. The first group (up to "Charm") seem like you would get a bonus for each d6 of Sneak Attack used when the circumstances are right, and be permitted to divide them up where multiple circumstances are met. [HEY, D&D Next Designers - COME MINE THIS THREAD FOR GREAT ALTERNATIVES TO SNEAK ATTACK WHICH CAN KEEP THE ROGUE VIABLE IN COMBAT!!!] But I'm unclear what happens to, say, the dice I spend to be skillful outside combat? Do I just get these every time? I'd be OK with that as choices to replace non-combat abilities, but not combat-related abilities. But my bias would be for every class to have some resources fixed to combat (ideally lots of choices, but ALL combat related), some fixed to non-combat (maybe even fixed separately to exploration and social), and perhaps some more that they can allocate between combat and non-combat. I do not want any class, as a default, to be able to sell off all of their combat abilities to be (virtually) useless, and bored, in combat. Nor do I want anyone able to sell off all their non-combat abilities to be a combat machine, as a default. A module allowing this, with a discussion of the impact? Sure - the more modules, the merrier! But the default character should be able to participate - effectively - in every aspect of the game. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I]: (sorry; just thought of this) To the spells issue, I am OK with the wizard picking his spells. If he picks all non-combat spells, he can fix this within a single level, or seek out new spells before gaining a level. That's easy. And at 1st level, his crossbow lets him participate in combat. He's not going to lose all his combat spells when he goes from Level 6 to L7. A better comparison to the Rogue trading Sneak Attack is the wizard being able to forego the ability to cast any spell in less than, say, 10 combat rounds, with no way to reverse that decision, or only able to reverse it after a significant period of game time has passed (say 3 or 4 levels - how often do we envision allowing the rogue to swap back in for sneak attack?) The Wizard's class ability is not "This spell and that spell". It is the ability to cast arcane spells. [/QUOTE]
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