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General Tabletop Discussion
*Dungeons & Dragons
Sneak Attack: optional or mandatory?
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<blockquote data-quote="Mistwell" data-source="post: 6178735" data-attributes="member: 2525"><p>Uh, all of them?</p><p></p><p>If you think any module requires a certain tactic to resolve the party goals, you've opted for a one-true-way system without even realizing it. Pretty much any adventure can be resolved without a lot of combat, if that's the approach the party decides to take.</p><p></p><p>I get it, you love combat in your D&D. Sometimes I do too. Now, do you get some people do things different, and it's a role playing game? Wargames are intended for 100% combat. This is not a wargame. It's a role playing game, where the party decides how to approach each situation, and some use combat as a conflict resolver, and others use other methods. We once "beat" the hall of the giant kings without using any combat abilities, and we had a blast.</p><p></p><p>Which raises a related point. N'raac, did you ever play a TSR version of the game, for any extended period of time? Or are you coming at this just from a WOTC-era perspective?</p><p></p><p></p><p></p><p>Substantiate your claim that removing sneak attack from the rogue equates fairly with having no combat abilities competitive with the other characters such that the rogue is a non-issue in combat. That seems to be a patently false exaggeration given my experience, but I am listening to your evidence. So make a 5th level (average level - most games last from first to tenth level according to survey data) group using the playtest pre-gens and fairly balanced/normal equipment and challenges, remove sneak attack and replace it with nothing, and show me how that converts the rogue to a non-issue in combat. I am guessing they're not nearly as non-issue as you think, and you will find sneak-attack isn't the critical factor in the rogue being viable.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6178735, member: 2525"] Uh, all of them? If you think any module requires a certain tactic to resolve the party goals, you've opted for a one-true-way system without even realizing it. Pretty much any adventure can be resolved without a lot of combat, if that's the approach the party decides to take. I get it, you love combat in your D&D. Sometimes I do too. Now, do you get some people do things different, and it's a role playing game? Wargames are intended for 100% combat. This is not a wargame. It's a role playing game, where the party decides how to approach each situation, and some use combat as a conflict resolver, and others use other methods. We once "beat" the hall of the giant kings without using any combat abilities, and we had a blast. Which raises a related point. N'raac, did you ever play a TSR version of the game, for any extended period of time? Or are you coming at this just from a WOTC-era perspective? Substantiate your claim that removing sneak attack from the rogue equates fairly with having no combat abilities competitive with the other characters such that the rogue is a non-issue in combat. That seems to be a patently false exaggeration given my experience, but I am listening to your evidence. So make a 5th level (average level - most games last from first to tenth level according to survey data) group using the playtest pre-gens and fairly balanced/normal equipment and challenges, remove sneak attack and replace it with nothing, and show me how that converts the rogue to a non-issue in combat. I am guessing they're not nearly as non-issue as you think, and you will find sneak-attack isn't the critical factor in the rogue being viable. [/QUOTE]
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