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What do you do without balance?
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<blockquote data-quote="Voadam" data-source="post: 4734799" data-attributes="member: 2209"><p>To me, its not. <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>First, the goal is for all characters to be balanced in combats. I don't want them to be significantly better in half the fights and feel impotent in half the fights. I'm fine with a balance trade off between a fighter's tank role in combat (tough with decent damage) versus a rogue's striker role (vulnerable but mobile with higher damage). I don't want the rogue striker to only play that combat role half the time though.</p><p></p><p>Second, against foes they can sneak attack they still have lower BAB, AC, and hp than a fighter. Their greater damage per strike is negated when they don't hit or have fewer attacks, and they can't take the heat the way a fighter can. Against a foe that can be sneak attacked I don't think the rogue clearly outshines a fighter in combat.</p><p></p><p>Third, such add ons as feats and prcs and items can mitigate the problem but don't solve it. Despite owning dozens of 3e D&D books and hundreds of d20 sourcebooks, I don't have the Mini's Handbook, Magic Item Compendium, or the other Complete books that have these feats. The core class should stand on its own, not need to spend its resources on specific add ons to gain the ability to do its own job.</p><p></p><p>I have no problem with the flavor logic of ruling that sneak attack is striking vulnerable vitals that a magically animated boulder does not have. It is not necessary flavor but it makes sense and can add to the immersive nature of roleplaying by matching player concept and mechanics and descriptions to monster concepts and mechanics and descriptions. The consequence of this though is that it takes away the significant combat abilities of the rogue a significant amount of time. This leaves the rogue impotent in a significant number of combats. That is a play dynamic game design should avoid IMO. Sneak attack can work as well from a flavor description using "vulnerable points" instead of "vitals" and letting it work against everyone.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4734799, member: 2209"] To me, its not. :) First, the goal is for all characters to be balanced in combats. I don't want them to be significantly better in half the fights and feel impotent in half the fights. I'm fine with a balance trade off between a fighter's tank role in combat (tough with decent damage) versus a rogue's striker role (vulnerable but mobile with higher damage). I don't want the rogue striker to only play that combat role half the time though. Second, against foes they can sneak attack they still have lower BAB, AC, and hp than a fighter. Their greater damage per strike is negated when they don't hit or have fewer attacks, and they can't take the heat the way a fighter can. Against a foe that can be sneak attacked I don't think the rogue clearly outshines a fighter in combat. Third, such add ons as feats and prcs and items can mitigate the problem but don't solve it. Despite owning dozens of 3e D&D books and hundreds of d20 sourcebooks, I don't have the Mini's Handbook, Magic Item Compendium, or the other Complete books that have these feats. The core class should stand on its own, not need to spend its resources on specific add ons to gain the ability to do its own job. I have no problem with the flavor logic of ruling that sneak attack is striking vulnerable vitals that a magically animated boulder does not have. It is not necessary flavor but it makes sense and can add to the immersive nature of roleplaying by matching player concept and mechanics and descriptions to monster concepts and mechanics and descriptions. The consequence of this though is that it takes away the significant combat abilities of the rogue a significant amount of time. This leaves the rogue impotent in a significant number of combats. That is a play dynamic game design should avoid IMO. Sneak attack can work as well from a flavor description using "vulnerable points" instead of "vitals" and letting it work against everyone. [/QUOTE]
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