Quartz said:
I must confess to being uncomfortable with SA for pure ranged weapons like bows. The low range limit of SA would indicate that it's for thrown weapons - daggers, darts, shuriken, and the like.
I'm actually of the opposite view. Placing an arrow in a specific part of someone's body is not hard to do; bows are an aimed weapon, and 30' is really nothing. Getting a thrown dagger to hit that exact spot? MUCH harder, especially since throwing some of these weapons 30' is NOT easy. (Ever try getting a good grip on a shuriken? It's not like a baseball.)
There are only two things that bothered me about Sneak Attack in the rules-as-written. First, that you could use it with big, heavy weapons. And second, that it's so all-or-nothing. By that, I mean that IF a high-level Rogue can maneuver himself into a flanking position or get surprise, he does such massive damage that no amount of damage reduction will save the target; but, if he can't do that, or if the enemy is immune to sneak attacks (undead, constructs) he suddenly becomes horribly weak in combat.
To fix this, we were thinking of adding two rules:
> In addition to the reducing effects on total damage, each 5 points of applicable DR also reduces your Sneak Attack. (We were thinking of scaling down the die size, but it might just be better to subtract one SA die.)
> However, against enemies with no discernable anatomy (the ones immune to SA), you still do +X damage (where X is the number of SA dice).