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7 months ago  ::  Nov 21, 2012 - 7:58AM #71
ChrisCarlson
Date Joined: May 11, 2006
Posts: 741
The problem with your desire, is that it does not mesh well with the current game design philosophy.

Because of bounded accuracy, increasing damage consistently, is the new BAB. Characters need access to upgraded damage as they progress to keep up with increasing monster HPs.

Sneak Attack - is - Deadly Strike (just with a few minor flavor limits that are easily overcome) because both classes need to be able to do more damage as their level increases. Just as the monk does with Flurry of Blows.

The rogue will occasionally find himself in the rare instance where he is unable to trigger his bonus damage. In those instances, he either does something else cool with his XD dice that round, or he sucks it up with the knowledge that there were times when he was awesome doing something else while the fighter sat by and watched in awe.

But at the end of the day, the vast majority of the time, the rogue is competing closely behind the fighter when it comes to damage (as I feel it should be). In the skill department, I don't see it the other way around.
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7 months ago  ::  Nov 21, 2012 - 8:28AM #72
Wielder
Date Joined: Jan 31, 2010
Posts: 15
I agree with your assessment of how the current sneak attack works, however I don't see why back stab cannot exist in the current build. I see your point on maneuvers, but not the defeatist approach altogether.
All of this is probably mute to some, but I always liked the back stab feature. It, for me made it a fun class to play but now I find other classes more enjoyable mainly for lack of a back stab feature.
Oh well. It's not the end of the world or D&D for that matter.
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7 months ago  ::  Nov 21, 2012 - 10:48AM #73
SP3CTREnyc
Date Joined: Nov 19, 2012
Posts: 26

Nov 21, 2012 -- 7:58AM, ChrisCarlson wrote:

Because of bounded accuracy, increasing damage consistently, is the new BAB. Characters need access to upgraded damage as they progress to keep up with increasing monster HPs.

Sneak Attack - is - Deadly Strike (just with a few minor flavor limits that are easily overcome) because both classes need to be able to do more damage as their level increases. Just as the monk does with Flurry of Blows.

The rogue will occasionally find himself in the rare instance where he is unable to trigger his bonus damage. In those instances, he either does something else cool with his XD dice that round, or he sucks it up with the knowledge that there were times when he was awesome doing something else while the fighter sat by and watched in awe.

But at the end of the day, the vast majority of the time, the rogue is competing closely behind the fighter when it comes to damage (as I feel it should be). In the skill department, I don't see it the other way around.




To address your points one at a time:

Damage increase in D&D Next may be handled exclusively through loot drops. We also have minimal access to the late-game of D&D, notably character classes after level 10 and various damage modifiers such as weapon material. In any case, I believe everyone acknowledges that rogues need access to better damage.

So everyone agrees Deadly Strike should be nerfed. Great! A rogue using 3d10 + 1d8 (highest dmg roll avail rogues) weapon damage could max out at 38 damage and average 21-24 per sneak attack. A fighter of equivalent level with their highest damage roll for deadly strike would get 1d10 + 1d12, maxing out at 22 and averaging 9-12. This would certainly make the rogue more respectable; they would have an additional 16 damage per ten turns to offset their damage die.

Sneak attack and deadly strike can be used once every round, which equals ten turns. At least, how I've been playing it does.

I don't think the rogue needs an extra bag of tricks in combat. As we are all keen to point out, the rogue's skill point gain allows them to do out-of-combat tricks that other classes are either worse at or incapable of. Bringing deadly strike's damage down and adding more qualifiers to sneak attack should fix the rogue's combat capabilities.

So you think that having a rogue who can't deal as much damage in combat should have no edge in non-combat situations versus characters that can equip plate armor, can carry adamantine greatswords, and otherwise nuke monsters? Umm, no.

As for backstab being a permanent rogue feature: it kind of flies in the face of the schemes WotC has set up. An acrobat wouldn't know how to shiv someone in the kidneys. Nor would a trickster. CC has suggested giving rogues an equal amount of maneuvers as the fighter. Maybe pacing a rogue's maneuvers at the same rate as the fighter, but forcing backstab on rogues at level 6 so players still only choose four maneuvers?

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7 months ago  ::  Nov 21, 2012 - 11:59AM #74
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,542

Nov 21, 2012 -- 7:58AM, ChrisCarlson wrote:


But at the end of the day, the vast majority of the time, the rogue is competing closely behind the fighter when it comes to damage (as I feel it should be). In the skill department, I don't see it the other way around.




Sorry, but 16-17 points of damage a round is "close behind" 38-39 points of damage a round?!? REALLY!? And, the ability to do what a rogue does with its trained skills with 6 skills and any non skill based Str checks, whether the fighter is trained or not, does not allow the fighter to compet with the rogue out of combat?!? Ok... 

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7 months ago  ::  Nov 21, 2012 - 12:41PM #75
Puderzo
Date Joined: Feb 23, 2010
Posts: 16

Nov 21, 2012 -- 10:48AM, SP3CTREnyc wrote:


Sneak attack and deadly strike can be used once every round, which equals ten turns. At least, how I've been playing it does.




Sorry, but I think that definition of "round" ended with 3E back in year 2000; or perhaps it was only OD&D that used that measurement, I can't fully remember (actually, I think it was one turn equals ten rounds, but that's beside the point anyway).

A round in DnD Next ends when each combatant has had his turn (see How to Play, pages 8 (Time) and 12 (Combat) for a more specific breakdown). This means that in this particular instance, both Sneak Attack and Deadly Strike can in effect be used on every attack (since you get all your ED back at the end of your turn), barring the ED having been used on some other maneuver earlier on (and of course provided that you fulfil the requirements for its use, in case it has some (Sneak Attack)).

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7 months ago  ::  Nov 21, 2012 - 8:23PM #76
Rs06
Date Joined: Nov 12, 2012
Posts: 104
You guys gave me a really bizarre idea that I have to share(even if I am not sure I agree myself yet).  What if you do both.  A greater sneak attack if the rogue sneaks up on an unaware target and the current sneak attack if the enemy is aware, but if you provoke it due to circumstances such as flanking. 
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7 months ago  ::  Nov 22, 2012 - 12:10AM #77
pauln6
  • Stampeding Hybrid
Date Joined: Jan 21, 2004
Posts: 2,300

Nov 21, 2012 -- 8:23PM, Rs06 wrote:

You guys gave me a really bizarre idea that I have to share(even if I am not sure I agree myself yet).  What if you do both.  A greater sneak attack if the rogue sneaks up on an unaware target and the current sneak attack if the enemy is aware, but if you provoke it due to circumstances such as flanking. 




I think an 'extra damage' mechanic should be built in based on rogue scheme i.e. each scheme can inflict one extra expertise die of damage in certain limited circumstances.  It could be tough to balance them but a rogue scheme that has a feature making it easier to score bonus damage could have less useful other features.  Fighters will score slightly higher DPR than the damage dice suggest because they will have higher attack rolls and multiple attacks to add into the equation.

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7 months ago  ::  Nov 23, 2012 - 6:52AM #78
HallowX
Date Joined: Jun 18, 2010
Posts: 2
I personally disagree with the philosophy that Fighters should by default have a higher DPR than other classes.  There shouldn't be any problem with keeping DPR relatively close for most classes. 

Given equal DPR the classes could break down a bit like this.,

Fighter gives up versatility in other areas for the ability to easily go toe to toe with beasties.  (Armor, Hit Points and access to significant defensive maneuvers) 
[A fighter's incoming damage is predictable, reduced and not a large percentage of their maximum hit points.]

Monk gives up versatility in what monsters they can survive going toe to toe with. (They have a chance for relatively high AC but low hit points for a front liner and significantly less defensive maneuvers.)
[A monk's incoming damage is unpredictable, but when the hits come in they take a significant chunk of their maximum.]

Rogues give up toe to toe fighting (Low AC, Low HP, no real defensive combat maneuvers.) in exchange for great utility when skills are important.
[A rogue's incoming damage is predictably high and each hit they take is a huge whack out of their maximum.]

ETC.,  (Wizards are rogues that have spells instead of being skill monkeys, Clerics are low AC Monks that have spells instead of a Monk's utility.)

In terms of combat effectiveness I have no problem if Fighters are king.  They don't have other places to really shine.  But I don't think for a second that translates to highest DPR. 

I personally like being EFFECTIVE in group combat.  Currently the only class that really allows this is Fighter.  So I'll play a fighter despite having no real interest in being a front-line combatant.
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7 months ago  ::  Nov 23, 2012 - 7:44AM #79
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,542
Wizards and clerics are also very effective in group combat. What they do is different enough that it can compare favorably to what the fighter does. Monks and rogues, however, when compared to the fighter, are definitly underpowered. Rogues more than Monks. But, everyone could still be very effective even if the fighter has the highest DPR. The gap just can't be as big as it is now...
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6 months ago  ::  Dec 04, 2012 - 7:37AM #80
Ishurval
Date Joined: Nov 17, 2012
Posts: 40

Nov 18, 2012 -- 8:45PM, Rs06 wrote:

Sneak attack is situational and Deadly strike isn't.

Which is better(where X is the same value):

An ability that does X bonus damage under the right circumstances

or

An ability that does X bonus damage...

The answer is the second one because there isn't a circumstantial component that limits it.  Sneak Attack should do more damage than deadly strike...The fighter is more than reliable enough to make up for it...




This, a thousand times.  Rogues and Monks have traditionally filled a skirmisher-type role in combat situations.  They give up a fighter's durability for mobility and tactical positioning.  Monks deal less damage overall, but have high defenses against a wide range of attack types, while rogues typically have relied on stealth for defense instead of chunky armor and hit points.  Rogues have made up for this lack of survivability with the capability to unleash large amounts of damage (from as far back as AD&D's Backstab) in a single, situationally-dependent attack.  This should remain their role in combat.  While the fighter consistently deals moderate to high levels of damage and is difficult to kill, the rogue moves through the battlefield quickly and strikes surgically, finishing off distracted opponents.  There is nothing unjust in wanting a rogue to continue to fill that role in the next edition of the game.

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