Ydars
Explorer
What makes the sneak attack thing SO annoying is that it really kicks in at precisely the time (ca 11th level: because so many CR11+ monsters are undead or constructs) when magic is also starting to sideline the Rogue outside of combat as well. It really is poor design and something I am glad that both Pathfinder and 4E have fixed.
I also see NO logic to nerfing sneak attacks but letting fighters continue to be good fighters against the same foes. Has anyone around here ever actually ever hit a tree or a boulder with a sword? I have, and the result is a broken sword after about 3-7 swings. There is even one famous video where a fully sharp and very expensive (and authentically made Del Tin) sword is used to attack bamboo and is wielded by an expert swordman (John Curtis) who then proceeds to break his sword by hitting the bamboo at a slightly wrong angle. This just shows how fragile the average blade was and how silly the idea of fighting constructs is.
Similarly, fighting undead would actually be impossible because most of the rules of sword-fighting are predicated on the idea that the other person is afraid of getting killed: if they aren't, because they can't feel anything or are mindless undead who know no fear, then they would VIOLATE the living combatant very quickly.
So I don't think the so called "realism" of D&D is very realistic at all, and we are applying different standards to different character classes. It is simply because the people who write the game have NO idea about the practical realities of sword/axe/polearm combat: for the love of Micheal, we actually think a Longsword is a one handed weapon whereas historically it CANNOT be wielded one-handed. I mention this as one example of where D&D has a certain code of "accepted lore" about many things that is completely ahistorical and wrong.
I always think of sneak attack as striking vital areas not stabbing organs. In an undead, this is a weak and unprotected joint or a rotting limb or the sense organ. In a construct, it is a fissure or maybe a valve or magical symbol required for animation, or perhaps the gem that holds the life-force or animation magic for the construct.
Sorry for the rant, but I have had an interesting year PLAYING, which many DMs never do: before this I almost exclusively DMed and all my playing experience was limited to a few sessions here and there between my own campaigns. For the first time, I have really got into playing and I think I will be a much better DM as a result. I feel alot of the "realism" and "I don't like this class or that ability" arguments come from DMs who have forgotten or never knew what it is actually like to PLAY.
Try playing a class for 12 levels where your major abilities are stymied on a regular basis and you will understand what "real" and "balanced" actually FEELS like.
I also see NO logic to nerfing sneak attacks but letting fighters continue to be good fighters against the same foes. Has anyone around here ever actually ever hit a tree or a boulder with a sword? I have, and the result is a broken sword after about 3-7 swings. There is even one famous video where a fully sharp and very expensive (and authentically made Del Tin) sword is used to attack bamboo and is wielded by an expert swordman (John Curtis) who then proceeds to break his sword by hitting the bamboo at a slightly wrong angle. This just shows how fragile the average blade was and how silly the idea of fighting constructs is.
Similarly, fighting undead would actually be impossible because most of the rules of sword-fighting are predicated on the idea that the other person is afraid of getting killed: if they aren't, because they can't feel anything or are mindless undead who know no fear, then they would VIOLATE the living combatant very quickly.
So I don't think the so called "realism" of D&D is very realistic at all, and we are applying different standards to different character classes. It is simply because the people who write the game have NO idea about the practical realities of sword/axe/polearm combat: for the love of Micheal, we actually think a Longsword is a one handed weapon whereas historically it CANNOT be wielded one-handed. I mention this as one example of where D&D has a certain code of "accepted lore" about many things that is completely ahistorical and wrong.
I always think of sneak attack as striking vital areas not stabbing organs. In an undead, this is a weak and unprotected joint or a rotting limb or the sense organ. In a construct, it is a fissure or maybe a valve or magical symbol required for animation, or perhaps the gem that holds the life-force or animation magic for the construct.
Sorry for the rant, but I have had an interesting year PLAYING, which many DMs never do: before this I almost exclusively DMed and all my playing experience was limited to a few sessions here and there between my own campaigns. For the first time, I have really got into playing and I think I will be a much better DM as a result. I feel alot of the "realism" and "I don't like this class or that ability" arguments come from DMs who have forgotten or never knew what it is actually like to PLAY.
Try playing a class for 12 levels where your major abilities are stymied on a regular basis and you will understand what "real" and "balanced" actually FEELS like.