My players seem to expect me to nerf TWF sneak attacks.


Homebrew and House Rules

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Wallsingham wrote:

Well, I think you opened Pandora's Box.

In my game, the Rogues Sneak Attack is a full round action and only one swing counts towards his damage. Yeah yeah, I'm a bad GM.

With all the other things a rogue can do in a fight, not hitting for his Flanking/Sneak Attack with both hands is not a big deal in my mind.

I just can't see a TWF rogue hitting multiple times for an extra x D6 on each shot.

Just my take on it.

Have fun out there!

~ W ~

I'm certainly glad I don't play in your group. Arbitrary nerfs are not terribly fun to deal with.

Out of curiosity, what 'can't you see' about the rogue doing SAs on all his attacks? Do you think it's unrealistic? (and if so, what does that even mean?) Or are you under the misapprehension that allowing this allows rogues to outdamage everyone else? Or do you feel that rogues should not even be able to hold a candle to fighters? (which is precisely what your rule entails)


rogues do not deserve to be nerfed. in combat they are one trick ponies. do not strip away thier one trick. they have enough issues to deal with to maintain that one trick. i will not specify these issues because i don't want to sound vulgar and can't think of another way. a lot of these restrictions we all know.

too many ways exist to negate sneak attacks. almost all of them are easy to aqcuire, fortification armor and blur spells especially. i hate the fact that a 2nd level spell shuts down an entire classes 20 level career.

sneak attack requires an ally to reliably pull off. without an ally's help, the only damage they deal without it is a 1d4+5 if they are lucky. unless they afforded a few points in strength somehow or got their hands on a homebrew feat to exploit thier dexterity modifier for their damage rolls.

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