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General Tabletop Discussion
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Sneak attacking undead and constructs seems wrong
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<blockquote data-quote="CleverNickName" data-source="post: 7568959" data-attributes="member: 50987"><p>Nothing wrong with that approach; a lot of tables are already doing that. It won't work for us, though--we don't use the multiclassing rules at our table (and it does nothing to address the sneak attack ability itself.)</p><p></p><p>It's not a bad idea, though. I'm sure that with enough elbow grease, one could figure out a way to remove the sneak attack ability altogether and replace it with superiority dice and battlemaster abilities. I think that would be overkill, but some folks might like it. Personally, I'd rather have sneak attack damage be a fixed amount and rogues learn special abilities every few levels that make the sneak attack do different things.</p><p></p><p>I'd like to see something like "Sneak Attack deals double damage (or triple damage, on a critical hit). At every odd-numbered level thereafter, you learn one rogue trick, chosen from the list below." Then follow it up with a list of effects that the player can choose to add to that sneak attack damage. Like, maybe your target can't take reactions until their next turn. Or the target's movement rate drops to zero. Or you get to make a free Sleight of Hand check against the target to steal an object. Or the target is knocked prone. Or the target is pushed 10 feet in a direction of your choice. Or the target is stunned, poisoned, sickened, frightened, blinded... </p><p></p><p>Anyway. My days of writing and playtesting house rules are behind me. I barely have time to just show up and play the game; there's no way I've got the bandwidth to write new rules at this time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> I'll keep my eyes peeled for something along these lines, and if it should pop up on DM's Guild or in an Unearthed Arcana article or something, I'll jump on it.</p><p></p><p>EDIT: what [MENTION=27385]aco175[/MENTION] said.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 7568959, member: 50987"] Nothing wrong with that approach; a lot of tables are already doing that. It won't work for us, though--we don't use the multiclassing rules at our table (and it does nothing to address the sneak attack ability itself.) It's not a bad idea, though. I'm sure that with enough elbow grease, one could figure out a way to remove the sneak attack ability altogether and replace it with superiority dice and battlemaster abilities. I think that would be overkill, but some folks might like it. Personally, I'd rather have sneak attack damage be a fixed amount and rogues learn special abilities every few levels that make the sneak attack do different things. I'd like to see something like "Sneak Attack deals double damage (or triple damage, on a critical hit). At every odd-numbered level thereafter, you learn one rogue trick, chosen from the list below." Then follow it up with a list of effects that the player can choose to add to that sneak attack damage. Like, maybe your target can't take reactions until their next turn. Or the target's movement rate drops to zero. Or you get to make a free Sleight of Hand check against the target to steal an object. Or the target is knocked prone. Or the target is pushed 10 feet in a direction of your choice. Or the target is stunned, poisoned, sickened, frightened, blinded... Anyway. My days of writing and playtesting house rules are behind me. I barely have time to just show up and play the game; there's no way I've got the bandwidth to write new rules at this time. :-) I'll keep my eyes peeled for something along these lines, and if it should pop up on DM's Guild or in an Unearthed Arcana article or something, I'll jump on it. EDIT: what [MENTION=27385]aco175[/MENTION] said. [/QUOTE]
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