I designed Rogue’s combat abilities to be distinct from fighters. While fighters (and by extension elves and dwarves) use the natural die roll to determine if their special abilities activate, Rogues have options that open up based on surprise or whether their side of the combat has initiative. So far it's working, but we'll see how well this works.
Surprise Rounds
• When it’s
time to roll for surprise, the rogue rolls individually, applying their Sharp
Senses bonus both to the group roll and their individual roll. The rogue uses
the better roll, which means they may avoid surprise, or surprise opponents,
even if the rest of the party does not.
• When the
rogue has Surprise, they can ‘backstab’ a target, gaining +4 to hit and doing
extra damage.
Without Initiative
• The rogue
can try to ‘seize the initiative’ with a risky attack. They act before the side
that won initiative but must attack the most dangerous foe/obvious leader. If
they hit, they do normal damage and their side regains the initiative. If they
miss, they are at –4 AC for the round and a prime target.
• If the
rogue doesn’t have initiative, they can skip their attack on the back half of
the round this round and reposition themselves to set up a backstab attack on
their next round (regardless of which side wins initiative).
• If the
rogue’s side doesn’t have initiative, they can announce they are skipping their
attack in the back half of this round to gain +4 AC for the front half of the
round.
With Initiative
• The rogue
may apply their dexterity modifier to their attacks rather than their strength
modifier.
• If the
rogue’s total attack bonus (Class + dexterity modifier) is +2 or greater, they
can make two attacks, each at half the bonus (round down), for one die code
lower damage (so d4 rather than d6 for a regular short sword). This also
applies during a surprise round and can be combined with backstabbing if the
rogue has initiative or surprise.
• The rogue
can press an opponent, where a successful attack does not do damage, but
reduces the targets AC by 3 for the round, and any attacks allies land on that
target do +2 damage.
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