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Sneak attacking undead and constructs seems wrong
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<blockquote data-quote="DND_Reborn" data-source="post: 7569592" data-attributes="member: 6987520"><p>Yeah, I will have to review it all with our DM, but I am 95% certain he was letting the rogue assassinate nearly every combat. Adding the surprise condition would make at least some of a difference, and I think the others will be happy with that. Like I said, we don't want to nerf the rogue, but it just seemed like he was to good to be true... which, apparently, he was. <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=":)" /></p><p></p><p></p><p></p><p>You might not see a problem, I did. And avoid D&D? Hardly! We can just change things like you're supposed to do if you don't like the way the rules work normally.</p><p></p><p>Anyway, rogue aren't traditionally combat classes, they are support classes and high utility. If you make them on par with fighters, what would be the point of playing fighters? Also the extra attacks fighters get typically aren't realized since most games stop before tier 3 and certainly tier 4. Regardless, I really don't want to get into a class vs class debate so I'll stop before I get started too much.</p><p></p><p>The issue was sneak attack working when our group kind of feels it is unwarranted. Now, with some of the other explanations I've received some posts it makes a lot more sense (I do like the rogue "taking apart" a target like he would a trap or something) and I can discuss it with the other players that way. For my part, I consider the issue most likely solved once I bring some of these points to the DM's attention.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7569592, member: 6987520"] Yeah, I will have to review it all with our DM, but I am 95% certain he was letting the rogue assassinate nearly every combat. Adding the surprise condition would make at least some of a difference, and I think the others will be happy with that. Like I said, we don't want to nerf the rogue, but it just seemed like he was to good to be true... which, apparently, he was. :) You might not see a problem, I did. And avoid D&D? Hardly! We can just change things like you're supposed to do if you don't like the way the rules work normally. Anyway, rogue aren't traditionally combat classes, they are support classes and high utility. If you make them on par with fighters, what would be the point of playing fighters? Also the extra attacks fighters get typically aren't realized since most games stop before tier 3 and certainly tier 4. Regardless, I really don't want to get into a class vs class debate so I'll stop before I get started too much. The issue was sneak attack working when our group kind of feels it is unwarranted. Now, with some of the other explanations I've received some posts it makes a lot more sense (I do like the rogue "taking apart" a target like he would a trap or something) and I can discuss it with the other players that way. For my part, I consider the issue most likely solved once I bring some of these points to the DM's attention. [/QUOTE]
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