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Sneak attacking undead and constructs seems wrong
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<blockquote data-quote="DND_Reborn" data-source="post: 7568834" data-attributes="member: 6987520"><p>Thanks all for the responses. I woke up and was like, wow, that is a lot of comments! LOL</p><p></p><p>Now, sure it is a change in philosophy about sneak attacks since 2E. But that is all it is, is a change. It isn't better or worse. Some people like it, some don't, and I could spend days debating why the older systems are just as viable, but that would be a waste of time for everyone, so I'll move on...</p><p></p><p>For the extra amount of damage it can deal, a big factor is also how incredibly easy it is to get. Rarely in our game is it a one-on-one fight. The rogue nearly always is fighting something that is engaged with one of the rest of us. It is also really easy since you can do it with ranged attack as well. In 2E and even 3E it didn't affect as many things AND it was harder to do. Now, it affects everything and happens routinely. With the extra damage, sneak attacks can make rogues better in combat than fighters (I am NOT talking about OP, power-gaming, min/maxing builds, ok???).</p><p></p><p>I agree with CleverNickName:</p><p></p><p></p><p></p><p>Having it deal extra damage is so mundane, and is OP when it deals so much extra once you get to mid- and high-levels. Our group doesn't really power-game, but the damage for the rogue is outstripping the fighter and barbarian. I can see it in the others when he routinely rolls an extra 4d6 nearly every turn. With things so easy to hit, it isn't even like it is difficult to hit much of the time. The guy who plays the rogue didn't min/max his build either, the effect is built into the sneak attack by default.</p><p></p><p>I get damage is an arbitrary system, so maybe coming up with other ways to represent the rogue's ability would be a good change. I am not a fan of the battle-master or any archetype or feature which grants "extra dice" to do maneuvers or other things with, so I want to steer clear of those.</p><p></p><p>Maybe something like this:</p><p></p><p>If you hit with your sneak attack, you deal an additional die of damage from your weapon (a little more won't break anything IMO). Also, can do one of the following:</p><p>1. reduce the target's speed to 0 (or maybe half?) until your next turn.</p><p>2. impose disadvantage on the opponent's next attack.</p><p>3. grant advantage to an ally's next attack.</p><p></p><p>Other ideas might be possibly such as tripping your target so it has to check or fall prone, etc. Anyone have thoughts?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7568834, member: 6987520"] Thanks all for the responses. I woke up and was like, wow, that is a lot of comments! LOL Now, sure it is a change in philosophy about sneak attacks since 2E. But that is all it is, is a change. It isn't better or worse. Some people like it, some don't, and I could spend days debating why the older systems are just as viable, but that would be a waste of time for everyone, so I'll move on... For the extra amount of damage it can deal, a big factor is also how incredibly easy it is to get. Rarely in our game is it a one-on-one fight. The rogue nearly always is fighting something that is engaged with one of the rest of us. It is also really easy since you can do it with ranged attack as well. In 2E and even 3E it didn't affect as many things AND it was harder to do. Now, it affects everything and happens routinely. With the extra damage, sneak attacks can make rogues better in combat than fighters (I am NOT talking about OP, power-gaming, min/maxing builds, ok???). I agree with CleverNickName: Having it deal extra damage is so mundane, and is OP when it deals so much extra once you get to mid- and high-levels. Our group doesn't really power-game, but the damage for the rogue is outstripping the fighter and barbarian. I can see it in the others when he routinely rolls an extra 4d6 nearly every turn. With things so easy to hit, it isn't even like it is difficult to hit much of the time. The guy who plays the rogue didn't min/max his build either, the effect is built into the sneak attack by default. I get damage is an arbitrary system, so maybe coming up with other ways to represent the rogue's ability would be a good change. I am not a fan of the battle-master or any archetype or feature which grants "extra dice" to do maneuvers or other things with, so I want to steer clear of those. Maybe something like this: If you hit with your sneak attack, you deal an additional die of damage from your weapon (a little more won't break anything IMO). Also, can do one of the following: 1. reduce the target's speed to 0 (or maybe half?) until your next turn. 2. impose disadvantage on the opponent's next attack. 3. grant advantage to an ally's next attack. Other ideas might be possibly such as tripping your target so it has to check or fall prone, etc. Anyone have thoughts? [/QUOTE]
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