So you are saying that after I've thrown acid in the face of a trained hand to hand combatant, and stuck a knife in his leg to cripple him, I shouldn't be able to beat him to death with a lead pipe? Of course I can, its only logical that crippled, disoriented, and blinded opponents are easy prey.
Step 1: there's a poison for that, at least in 3e.
Step 2: I think Unearthed Arcana had something for that in 3e. I know Pathfinder has called shots in Ultimate Combat.
Besides, sleep (drow) poison is much more effective. Then you could just slit their throats as the attacker was rendered helpless. And like someone else said - that's dirty fighting. I know there's a lot of 3.5 stuff for that scattered throughout suppliments, there are decent options in Pathfinder. 4e I'm just not as familiar with.
4e had a bunch of powers that had "
x condition applied until your turn comes back around."
The thing that D&D doesn't have is rules for the thief to fight dirty other than a surprise knife attack. What the thief needs are good solid rules to disable opponents before/as they engage in melee with them. It only makes sense that this is how smart and amoral criminals fight.
Really. I seem to remember all sorts of poisons, plus UMD opens up plenty of options. Pathfinder has CMB/CMD.
The problem comes of course when no amount of sneak attack damage is enough to down a common town guard, nor are there any rules to knock a guard out.
Depends on a level discrepency, and luck of the rolls. Sneak attack with a non-lethal strike from a sap on a guard designed for you to be able to take down would work fine. Not the system's fault if a DM chooses mooks who are too tough for a rogue to handle it.
Would it really be so bad if the thief had an attack based on a fortitude defense that allowed them to essentially put one guard to sleep, as per the sleep spell? Would it be really so bad to give the assassin a death attack for lesser enemies?
I'm not that familiar with the full library of 4e stuff, but there's probably a power for that.
So you've houseruled in exactly what people in this thread want as part of the rules. So you're beligerantly agreeing, I guess? After all, I haven't seen anyone clamoring for an auto-win, just a mechanic for handling scouting ahead quickly and without a straight up pass/fail.
No, I houserule because I find a more dyanmic scale of success/fail makes for more interesting game. 4e has skill challenges. 3e & Pathfinder can have just a couple of skill checks (roll a sneak, roll a spot/perception). Some skills, as written, did have different checks to beat for information gathering (10/15/20, etc). Failure of a sneak roll should result in a roll by the baddies for spot/listen/perception. And if the player does something stupid, well, as DM I can't fix
that. At best, there should be a note in the DMG on how to let each player shine, and not just for stealth.