
Starbuck_II |

Rogues are sometimes noted to be weak in combat as sneak attack only functions some of the time. I am curious if static bonuses that occur all the time, but get boosted when performing a sneak attack*.
So, Cunning Strike that occurs a +1 hit and damage at all times. When he/she could make what was a Sneak Attack, they get doubled (from +1 to +2). It improves slower but it might be too strong if it didn't.
In addition, since it is static and not precision, it multiples on a crit. Also, at 3rd level, you can take an expansion on the ways to qualify like Fear, Elevation, Shock, Restraint, etc.
I would love if someone would help test out how this works in a real game. Is it a funner, weaker, or stronger, etc version of Rogue.
Either Unchained or Chained Rogue.
Rogue’s Cunning Strike:
Cunning strike (Ex) is always on, providing a bonus to hit and damage with all weapons (though rogues favor one-handed, light, and ranged) (within 30 ft.). At 1st level, when the rogue is making a Cunning Strike*, he gains a +1 bonus on the attack roll and damage. This bonus increases by +1 at 5th level and every four additional levels, to a maximum of +5 hit/dam at 17th level.
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. When this happens, the bonus granted to hit/dam from Cunning Strike is doubled. This is sometimes referred to as a sneak attack*.
The Rogue’s attack deals this doubled (from +1 to +2, etc) extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a cunning strike, this extra damage is multiplied.
Ranged attacks can count as cunning strikes only if the target is within 30 feet. As a full attack action, you can make a single ranged sneak attack at any range.
If you make a sneak attack during a surprise round with a concealed weapon that the opponent does not know about, your sneak attack's weapon damage is automatically maximized if you succeed at a Sleight of Hand check made as part of the attack (DC 10 + the opponent’s base attack bonus). Your sneak attack's weapon damage is also maximized when used against a creature that is totally unaware of your presence. You can use a maximized sneak attack in this manner only once on any particular creature; thereafter, it will be wary of such a method from you (even when surprised).
At 3rd level, a rogue may choose one of the following sets of conditions to exploit. Against an opponent who does not normally qualify for sneak attack but is under the effects of one of the selected conditions, she may apply her doubled value of bonus hit/damage from Cunning Strike with a successful attack. At 7th level and every four levels thereafter, the rogue may select another set of conditions. Normally, a Sneak attack is only when target is denied dex to AC or flat foot.
*Compromised - foe is Prone or standing up from Prone.
*Fear - foe is Frightened, Panicked, or Shaken.
*Lethargy - foe is Fatigued or Exhausted.
*Obscuration - foe has Concealment.
*Pain - foe is under a Bleed or Pain effect.
*Queasiness - foe is Sickened or Nauseated.
*Restraint - foe is Entangled or Grappled.
*Sensory Deprivation - foe is Dazzled, Deafened, or under temporary loss of a primary sense (Blindsense, etc).
*Shock - foe is Dazed, Disabled, or Staggered.
*Elevation - foe is kneeling or sitting. Also, when attacking from higher ground

Starbuck_II |

Not really weapon training. It improves while attacking when foe is disadvantaged (sneak attack).
So why are you not a fan of Rogues having a higher hit, though less variance when dealing damage?
Is the DPA (Damage per attack) higher than the sneak attack they have so far? Is it lower?
Is your reaction an emotional issue with changes or do they seem too strong? I'm really curious.

Starbuck_II |

True, but you remember they are behind in hit chance (BAB) and they had sneak attack prior grant 1d6 per sneak attack (that improves)
The Fighter will still get Weapon training and BAB increase (And weapon specialization as well). So in the long run, they aren't as good as a Fighter with Weapon Training if that was your issue.
Now are they better when sneak attacking: one should think so since else why would anyone be a rogue if sneak attack didn't make you good. The flavor text alone of the rogue shows this.
But again, please actually playtest or at least do math showing it is too strong. Math playtest is better than none if you for some reason can't physically playtest.
Emotional playtest is less useful.

Cyrad RPG Superstar Season 9 Top 16 |

Every other class that receives an attack and damage bonus at 1st level requires some resource or gameplay in order to invoke, even the ones that have reduced BAB. In addition, just giving them a better version of weapon training doesn't add any gameplay (despite the other elements to this ability). Heck, this ability even scales better than studied target and weapon training.
Emotional playtest is less useful.
It's not cool to condescend your fellow forum mates by chalking up their criticism as "emotional playtests."

My Self |
Cunning Strike feels like a weaker Studied Combat. Let's check the scaling points:
CS=Cunning Strike (This Rogue)
ST=Studied Target (Slayer)
SC=Studied Combat (Investigator)
WT=Weapon Training (Fighter)
Bonus Applied:
Level__CS___ST___SC___WT
1:__+1/+2__+1___N/A___N/A
2:__+1/+2__+1___N/A___N/A
3:__+1/+2__+1___N/A___N/A
4:__+1/+2__+1___+2____N/A
5:__+2/+4__+2___+2____+1
6:__+2/+4__+2___+3____+1
7:__+2/+4__+2___+3____+1
8:__+2/+4__+2___+4____+1
9:__+3/+6__+2___+4____+2
10:_+3/+6__+3___+5____+2
11:_+3/+6__+3___+5____+2
12:_+3/+6__+3___+6____+2
13:_+4/+8__+3___+6____+3
14:_+4/+8__+3___+7____+3
15:_+4/+8__+4___+7____+3
16:_+4/+8__+4___+8____+3
17:_+5/+10_+4___+8____+4
18:_+5/+10_+4___+9____+4
19:_+5/+10_+4___+9____+4
20:_+5/+10_+5___+10___+4
Total Hit Bonus:
Level__CS____ST___SC___WT
1:__+1/+2___+2____0___+1
2:__+2/+3___+3___+1___+2
3:__+3/+4___+4___+2___+3
4:__+4/+5___+5___+5___+4
5:__+5/+7___+7___+5___+6
6:__+6/+8___+8___+7___+7
7:__+7/+9___+9___+8___+8
8:__+8/+10__+10__+10__+9
9:__+9/+12__+11__+10__+11
10:_+10/+13_+13__+12__+12
11:_+11/+14_+14__+13__+13
12:_+12/+15_+15__+15__+14
13:_+13/+17_+16__+15__+16
14:_+14/+18_+17__+17__+17
15:_+15/+19_+19__+18__+18
16:_+16/+20_+20__+20__+19
17:_+17/+22_+21__+20__+21
18:_+18/+23_+22__+22__+22
19:_+19/+24_+23__+23__+23
20:_+20/+25_+25__+25__+24
You are basically selectively turning the 3/4 BAB Rogue into a full martial. This bonus actually pulls you ahead of the Fighter in terms of total bonus to hit, including BAB. That's OK, but perhaps you don't need other accuracy enhancers? Debilitating Injury is very nice, but it was intended for a class that has no accuracy increases.
If anything, I'd hold back on giving the bonus to hit before the Fighter, or at the very least before the Investigator. The bonus damage can stay, but the boosted hit chance makes you as good as a Fighter for the first few levels, and better when you can hit flanked/flatfooted/etc. Past there, you lose a little ground when you can't do the special cunning strikes, but still have as at least as good of a hit bonus as an Unchained Monk.

Lemmy |

In my Rogue homebrew (found in my profile, if you care to check it out), I simply give Rogues a scaling bonus to attack (but not damage) equal to 1/4 their level. This bonus applies only to certain weapons, depending on the character's Rogue Style:
- Finesse Weapons,
- 1-handed and 2-handed weapons wielded using Str
or
- Ranged weapons.
This is accompanied by a few other thematic abilities appropriate to each style, allowing Rogues to be agile, thugish or snipers.
I think that's a better solution than giving them superior Weapon Training + Debilitating Strike.