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Mike Mearls Games
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Rethinking Sneak Attack in 5e

This week I spent some time diving into my approach to monster math when I was reminded that the 5e rogue is incredibly underpowered. It looks great at low levels. In fact, if you only play levels 1 to 5 the rogue seems pretty powerful! However, at high levels the fighter's extra attacks make the rogue look like a sad puddle of ineffective pancakes.

The 5.5e update tries to fix this by giving the rogue the option to swap out sneak attack damage for save-dependent status effects. I'm not crazy about that. Extra pressure on legendary resistance can be useful, but it's a meek little whisper trying to drown out the thunderous sad trombone that is rogue damage.

Here's my approach:

As an example, a 7th level rogue has 2 attacks and 3d6 for sneak attack. Here are some scenarios:

Here's what the progression looks like:

That still leaves rogue subclasses to provide a daily resource to give the rogue an alpha strike option, but that we can fix through subclass design. Which will come later...

Rethinking Sneak Attack in 5e

Comments

I love this. It looks like a lot of fun! It makes me want to play a pure rogue now. I love having the second attack in case the first one whiffs and to help deal with minions. I like that this doesn't change the class. You still have to fight like a rogue, setting up sneak attacks to do any real damage. It just fixes the power curve.

Ryan Linderman

It might be simpler to say you can only Sneak Attack any one target once per turn. This post set the cat among the pigeons on X but its a fairly minor change. I personally prefer have a skill system mostly separate from the class system so I can hack the skill system and so the Rogue having more damage feels good.

Eva


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