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General Tabletop Discussion
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Sneak Attack: optional or mandatory?
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<blockquote data-quote="pemerton" data-source="post: 6183619" data-attributes="member: 42582"><p>Tough design gig! And challenging to play well.</p><p></p><p>In this thread I've been assuming that you'd make those choices as part of your build - so you could build a high-damage rogue (assassin) by choosing sneak attack with all the bells & whistles, build a controlling rogue (gadgeteer) by choosing the options for smoke bombs, flash grenades, etc. So variety within the class, but more uniformity for any given PC.</p><p></p><p>I don't have a particularly strong preference for my suggested way over yours. My stronger concern is a netagive one: I don't really like is the idea that the rogue has to be an assassin, or that the rogue's tricks have to be things like knocking enemies prone rather than doing sneak attack damage. That sort of weapon play strikes me as the province of the fighter, at least within the D&Dnext design paradigm (look at the gladiator, for instance).</p><p></p><p>If D&Dnext is meant to be able to support multiple pillars of play without prioritising the infliction of damage in combat, <em>show me</em> by starting with the most natural class candidate for that, namely, the rogue.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6183619, member: 42582"] Tough design gig! And challenging to play well. In this thread I've been assuming that you'd make those choices as part of your build - so you could build a high-damage rogue (assassin) by choosing sneak attack with all the bells & whistles, build a controlling rogue (gadgeteer) by choosing the options for smoke bombs, flash grenades, etc. So variety within the class, but more uniformity for any given PC. I don't have a particularly strong preference for my suggested way over yours. My stronger concern is a netagive one: I don't really like is the idea that the rogue has to be an assassin, or that the rogue's tricks have to be things like knocking enemies prone rather than doing sneak attack damage. That sort of weapon play strikes me as the province of the fighter, at least within the D&Dnext design paradigm (look at the gladiator, for instance). If D&Dnext is meant to be able to support multiple pillars of play without prioritising the infliction of damage in combat, [I]show me[/I] by starting with the most natural class candidate for that, namely, the rogue. [/QUOTE]
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Sneak Attack: optional or mandatory?
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