It has been a while since I last posted anything, but bored as I was at work today, I remembered how much it annoys me that the Rogue - the "Iconic Critical Hit (according to me, at least)" class - does not care about critical hits at all, so I decided to change that.
This tweak is too small to fix the Rogue class (though, I would probably include it in my Rogue re-write once I decide/have time to do one :p), still, I am interested in what you guys think about it.
Sneak Attack(Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the rogue scores a critical hit, or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit, this extra damage is not multiplied but she may maximize her sneak attack damage ...
Or you could just mimic the Telling Blow feat from 3.5 (I don't remember the exact wording, but basically when you crit, you added the sneak attack damage. So it made Rogues critting anytime good, but Rogues critting while Sneak Attacking, since you'd add it twice, really good). You could just add that as a feat, and put a Prereq on it if you didnt want it taken until a higher level.