cross-posted from: https://lemmy.ca/post/19889099

So, over on the subreddit there’s a post that caught me off guard. I’m not experienced enough with the game to know the ins-and-outs of all of classes, so when someone posted asking about Ruffian Rogues and Picks.

From the comments, this appears to be a Thing of Great Contention within the Pathfinder space (or, at least within that Pathfinder space; I find r/Pathfinder2e to be a rather… idiosyncratic place, personally).

The long and short of it is that Picks have the Fatal d10 trait, but Ruffian specifies:

You can deal sneak attack damage with any weapon, not just the weapons listed in the sneak attack class feature. This benefit doesn’t apply to a simple weapon with a damage die greater than d8 or a martial or advanced weapon with a damage die greater than d6. (Apply any abilities that alter the damage die size first.)

(Emphasis mine.)

A lot of words have been published over how the Ruffian doesn’t lose Sneak Attack on a critical hit, but this seems pretty straight forward from the text here that it does. Weird and stupid, and something I’d never personally enforce, but clear and straight forward nonetheless.

This is the updated wording from Player Core 1, no less, and Ruffian’s text was updated in the remaster, so there was an opportunity to reword or clarify that was not taken, so I’m not sure what others are reading from this that I’m not.

How do you interpret this situation? How would you judge it at your table?

  • @Rezbit
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    22 months ago

    Great point, that all makes sense to me!

    I don’t think it’s a language thing, it’s just people wanting more power rather than less. Any multiplayer PvE game forum always has a post complaining about nerfs being wholey unneccessary when they happen, and claim that players should only ever be buffed. Never mind the balance of the enemies and other systems in the game that would need to be adjusted to the ever increasing power level lol

    In the case of your post, I think that allowing sneak attack to work with Fatal boils down to Balance vs Player Feel. I think the balance detriment will be less than the improvement to player feel, which is why I think it makes sense to allow this to work if that’s what the table agrees to.

    (saying that though, personally I prefer sticking to the rules and wouldn’t use it, but I feel like in majority of cases it’s net positive to allow)