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The Rogue and Sneak Attacking
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<blockquote data-quote="Ahnehnois" data-source="post: 5872694" data-attributes="member: 17106"><p>My rogue gets improved threat range when truly sneak attacking (i.e. opponent has lost Dex), which adds a couple of damage dice and eventually an improved crit multiplier (backstab!) at high levels. There's also a smallish attack and flat damage bonus that applies in flanking or dex lost situations. I have found that this captures the deadliness of the 2e rogue, while increasing the rogue's combat viability in a broader range of situations.</p><p></p><p>I am not a fan of the extra damage dice at all. Adding +10d6 to some halfling's short sword is silly, while adding +5d6 to a giant's sneak attack borders on trivial. Sneak attack really shouldn't be (just) bonus damage. It should work through the crit system. And it should be extremely powerful, since it is the main source of combat viability for a rogue that likes to fight.</p><p></p><p>Of course, if you want a non-sneak-attacking rogue, like a scout or somesuch, that's cool too.</p><p></p><p>I hate battlemaps and rarely use them, but I never have any trouble adjudicating flanking. I think there should be advantages for ganging up on someone. I do, however, think that a true sneak attack should require something more substantial than a flank.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5872694, member: 17106"] My rogue gets improved threat range when truly sneak attacking (i.e. opponent has lost Dex), which adds a couple of damage dice and eventually an improved crit multiplier (backstab!) at high levels. There's also a smallish attack and flat damage bonus that applies in flanking or dex lost situations. I have found that this captures the deadliness of the 2e rogue, while increasing the rogue's combat viability in a broader range of situations. I am not a fan of the extra damage dice at all. Adding +10d6 to some halfling's short sword is silly, while adding +5d6 to a giant's sneak attack borders on trivial. Sneak attack really shouldn't be (just) bonus damage. It should work through the crit system. And it should be extremely powerful, since it is the main source of combat viability for a rogue that likes to fight. Of course, if you want a non-sneak-attacking rogue, like a scout or somesuch, that's cool too. I hate battlemaps and rarely use them, but I never have any trouble adjudicating flanking. I think there should be advantages for ganging up on someone. I do, however, think that a true sneak attack should require something more substantial than a flank. [/QUOTE]
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