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General Tabletop Discussion
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How do your rogues get their sneak attacks in?
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<blockquote data-quote="Stormonu" data-source="post: 5739233" data-attributes="member: 52734"><p>As GM, I use the sneak attack rules as presented in the book (flanking only applies to those in the correct position).</p><p></p><p>Our rogue player isn't in it for the combat. She plays the rogue for the mischief - picking locks, disarming traps, scouting ahead secretly and misdirecting NPCs. She is hesitant to get into combat, has to be reminded/directed to look for flanking opportunities and often forgets how many sneak attack dice she has to roll (she's been rolling 1d6 for 3 levels now, the group and I kept wondering why her sneak attack was so lousy).</p><p></p><p>Sneak attack, like all other combat abilities, is only as important as combat is to the group. Most of my group is around for the storytelling bit and though they don't abhor combat (though my wife does absolutely loathe combat and is the group healer), they certainly aren't seeking every niggling bonus they can get. They seem to be more interested in unusual and somewhat whimisical combats than how much DPS they can eke out. (One of our last combats, for example, had the fighter using his sword like a golf club to knock a goblin out of a 2 story tower into the fight below to dismount a goblin riding a dog that was threatening the halfling rogue - he succeeded, and actually knocked the dog rider off the adjacent cliff; a "hole in one", if you will).</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>---------------------</p><p>However, your example has made me rethink this to making Flanked a condition. I.e., once at least one individual moves into a flanking position, everybody can get in on the party - after all, once you're flanked, there's <em>someone</em> whom you're going to drop your attention on).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5739233, member: 52734"] As GM, I use the sneak attack rules as presented in the book (flanking only applies to those in the correct position). Our rogue player isn't in it for the combat. She plays the rogue for the mischief - picking locks, disarming traps, scouting ahead secretly and misdirecting NPCs. She is hesitant to get into combat, has to be reminded/directed to look for flanking opportunities and often forgets how many sneak attack dice she has to roll (she's been rolling 1d6 for 3 levels now, the group and I kept wondering why her sneak attack was so lousy). Sneak attack, like all other combat abilities, is only as important as combat is to the group. Most of my group is around for the storytelling bit and though they don't abhor combat (though my wife does absolutely loathe combat and is the group healer), they certainly aren't seeking every niggling bonus they can get. They seem to be more interested in unusual and somewhat whimisical combats than how much DPS they can eke out. (One of our last combats, for example, had the fighter using his sword like a golf club to knock a goblin out of a 2 story tower into the fight below to dismount a goblin riding a dog that was threatening the halfling rogue - he succeeded, and actually knocked the dog rider off the adjacent cliff; a "hole in one", if you will). --------------------- However, your example has made me rethink this to making Flanked a condition. I.e., once at least one individual moves into a flanking position, everybody can get in on the party - after all, once you're flanked, there's [I]someone[/I] whom you're going to drop your attention on). [/QUOTE]
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How do your rogues get their sneak attacks in?
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