sneak attack...

Thief: Sneak attack.
"Ranged attacks can only count as sneak attacks if the target is within 30 feet. the thief cannot strike with deadly accuracy from beyond that range."
 
That's not the way the d20 system works. a 5th level character is not equal to five first level characters. The only reason why mutliple people of low levels are effective in Conan is because of the multiple attacker rules. Otherwise 8 1st level characters wouldn't be anything compared to one fourth level character.
but i'm saying this guy would go down way faster against 8x1st level pc's... even without getting bonus on attack for multiple fighters... that's double the spot rolls, and this guy still only gets 2 shots a turn, so more chance somebody's left alive by the time they get him in melee.

A thief aims for the throat at the time where his opponent has the least chance to accidentally or intentional avoid the hit. The barbarian just shoots and hopes he hits.
this is what i wholeheartedly disagree with. are you assuming that barbarians are all dumb? barbarians, rangers, and nomads... anyone who lives in a rural/outdoors environment shoots things for a living. that's a lot of what they do. even if they're not a hunter (which they probably are), they still practice using a ranged weapon. anyone who practices archery is going to be trying to learn how to hit a deer in the eye or throat, not just point-and-hope. that's a lot of what training and experience is about.
a thief's main strengths, on the other hand, should lie in sneaking and breaking & entering. thief is more of an urban class (rural thieves=borderers, barbarians, nomads=bandit), and therefore it doesn't make sense that they would all be far more deadly surprising someone with a bow.
a sniper-type like the NPC in question should have the same type of training as barbarians, borderers, and nomads, but more specific to people. the fact that he is more skilled at killing a target with a bow doesn't explain why all thieves have an exclusive benefit.

You seem to have major problems with d20 since you don't like the concept of a class system, would you like recommendation on other systems that you could use the setting with?
indeed... thanks. it would require a lot of reworking in all the material i have, and shifting everything mid-way into the campaign. i'd rather just make minor tweaks to the established rules at this point.
anyway, i don't really object to the idea of a class system, i just don't like a lot of the ways its implimented here...
 
malkiedawn said:
Thief: Sneak attack.
"Ranged attacks can only count as sneak attacks if the target is within 30 feet. the thief cannot strike with deadly accuracy from beyond that range."
oh, right, we forgot about that. so, if he engages at long range he's not as deadly. so after the initial shots, the pcs are within charge range of this guy, and he's probably easier to spot. still, half of them are toast...
 
malkiedawn said:
I'm not one for rules discussions, but since I like to play these sneaky types I thought I would put my thoughts in.
IMHO - thieves have the sneak attack damage rules because they don't fight like fighters. OK you can give them stats to enable them to swing weapons alongside the barbarians, soldiers etc., but that begs the question - why bother?
To me the whole point of a thief is that he stabs and runs. My character just now is proving lethal with her thrown daggers but is not so hot if anyone actually gets close enough to hit her.
So I think it comes down to the roleplaying. We roleplay to have fun. If I choose a thief, I play a thief. If things get unbalanced I expect the DM to use his god-like powers to balance things, because I assume GM's want to have fun too. Reading the threads here today has impressed me that so many people have interpreted the rules in a way that works for them, and while I am sure that careful perusal of the rules would enable a right or wrong decision on sneak attack rules, I can't see the point of letting nitpicking influence gaming.
Have fun.

the point of having rules in the first place is to provide a level of balance, and take the burden of deciding everything that happens in the world off of the gm's shoulders. if i'm going to have to use my god-like powers to lower the bad thief guy's abilities every time he shows up, then i'd rather the rules just did it for me.
having 'thieves' being 2x better at ambush and assassinating, to me, lowers the opportunities for role-playing. it dictates the player's actions. thieves sneak attack, barbarians get mad, borderers fight with two weapons. you get the idea. conan did everything (except sorcery).

man, i wasted my whole day on this thread. slowest workday ever.
 
So, it's multiclassing then?
I think we often argue the same point from different angles.
I take your point about the rules being there to make things easier, but it seems sometimes as if we all interpret them slightly differently.
So really it comes down to what works for you.
The passion that goes into these forums! - what could we do if we set our minds to other things eh? :wink:
 
malkiedawn said:
So, it's multiclassing then?
I think we often argue the same point from different angles.
I take your point about the rules being there to make things easier, but it seems sometimes as if we all interpret them slightly differently.
So really it comes down to what works for you.
The passion that goes into these forums! - what could we do if we set our minds to other things eh? :wink:

more like what we could do if we weren't trapped at work all day doing nothing. :?

ANYways...

multiclassing requires multiple levels :/
in the case of this guy maybe i should just give him nomad1/thief1/scholar1/barbarian1 :roll:

i don't think always multiclassing is an ideal solution.. someone who's grown up as a nomadic hunter should be better at ambushing than someone who has grown up as a pickpocket or cat burglar, without having to become a 'thief' at any point in their life.
 
worldeater said:
argo said:
First of all you are using a villain who is 2 levels higher than the the average party level. So yea, this will be a tough fight.
yeah, but their combined levels are double his. interestingly, if you think about it, this guy would have a lot more trouble against eight 1st level PC's.
Ok, I can see now that you are new to designing encounters for d20.

A fourth level thief should be CR4. Meaning that he is (as a general rule) an appropriate chalenge for a party of four fourth level PC's. Sending a group up against a challenge 2 levels higher than them is, by definition, a "tough fight".

Think about it this way. It takes 1000 XP to make it to second level. It requires 6000 XP to make it to fourth level. So your level-4 Assassin quite literally has more experience than the entire party put together :shock: . When I put it in those terms does it seem so unreasonable that he can screw them over so badly? :twisted:

Likewise you said this earlier (which should have been my first tip-off)
worldeater said:
this is one 4th level guy against four 2nd level guys. two of them are probably down before they can react! imagine if the level counts were even; say if he had 4 1st level henchmen...? total party kill. game over.
That is not a balanced encounter even though both sides have 8 character levels (4x2nd level PC vs 1x4th level assassin +4x1st level mook). At a rough guess that encounter is approximately EL 6 which is triple the average party level. So yes, that is a possible TPK. And no I'm not surprised by that.

Things become even more complicated when we remember that this is a case of an ambush-monster. NPC's and monsters who depend heavily on ambush tactics tend to be sort of binary in their effectiveness. Either the ambush works and they kick ass or it fails and they are left badly exposed. As a rule of thumb if you are trying to design an ambush monster/NPC you can consider it to be +1 CR if the ambush works and -1 CR if the ambush fails. Its frustrating I know but that's how it goes.

So what you really have with Mr Assassin here is an encounter that flip-flops between CR 3 (reasonable) and CR 5 (deadly) depending on the luck of the PC's in that critical surprise round.

And I'm ok with that. I can think of countless examples both from real-life military history and from popular fiction where ambushes are either super-deadly for the poor sucker caught in the trap or else backfire horribly. The scenario described seems to fit quite well with the "grim n gritty" Conan meliu IMHO.

So I don't really see anything wrong with the mechanics here. Just a tough encounter where the villain is holding most of the cards (ambush) right from the start. The lesson here is to try and not get ambushed by a higher-level sneak attacker. :shock:
indeed.. the problem with the mechanics is that he is shockingly deadly compared to 4th level characters from some other classes.
since his job is being a higher-level sneak attacker, it's pretty hard to avoid getting ambushed by him...
Well.... you are the GM, you are designing the encounter. If you have him siting in a hunting blind waiting where he knows the PC's are going to walk under him then you have just given him an advantage. You have made the encounter harder the same as if you had equiped him with a master work Stygian bow instead of a crapy hunting bow. Thus the encounter is more dangerous than his pure levels indicate. That is not a flaw in the system nor is it a feature. It is your judgement call as the GM.

Don't just pass it off as "well, he is a thief with ranks in hide so of course he ambushes them!". If you want the encounter to be more reasonable for the PC's then do something about it. How about if you have a dying npc stumble up to the group and deliver a warning that their enemies have hired this deadly proffesional assassin to go after them. Now the PC's are on the lookout maybe they will not walk blindly into an area that looks like a set-up, maybe they will suprise you and come up with a clever way to lure this guy out into the open. You're the GM, design the encounter you want.


Those are my thoughts on encounter balance. I also have some thoughts on the rules for running an ambush (I've seen you make a few errors in the last couple of posts) but I will post more on that when I get home this evening.

Hope that helps.
 
I've been toying with ideas for how crits would deal additional damage not related to the base damage since, currently, you can't kill anything meaningful with a d4 weapon no matter how well you roll further making smaller weapons undesirable.

Ironically, maybe, we use Torn Asunder where crits with even lame weapons can matter, except, my feeling is that it mostly matters when screwing over PCs and has little impact to the antagonists.

For instance, you could say any crit deals 1d10+5 additional damage so that a d4 weapon has some hope of doing massive damage (with a strength bonus or whatever).
 
worldeater said:
the thief could just as easily have a strength 18. there's no rule that says fighters get better STR than thieves.
if they're hyborian they can use a greatsword as well, and get a sneak attack of 2D10+6+2D8 (not using light-footed, since the sword is too heavy, that means he can wear light armor), if i'm not mistaken (i don't have the book in front of me). That's massive damage on an average roll.
i don't know what you mean by ''hard' to hit', a flanking attack gets +2 to hit, right? or else they are flat-footed and thus have a DC of 10 usually. compared to a -4 to hit for the power attack..

Just because you COULD doesn't mean it's likely. I would tend to think carrying a sword 5 - 6' in length on one's back makes it difficult balance along that narrow ledge or sneak through that open window. It's all a matter of preference of course, but arguing that sneak attack is ALWAYS broken and then support getting rid of it through an extremely specific situational condition is hardly a persuasive argument.

But hey, it's your game. More power to you.

Azgulor
 
Ok, I can see now that you are new to designing encounters for d20.
thankfully conan doesn't use CR. i'm quite familiar with designing encounters for conan and capable of running a balanced game despite the questionable ruleset.

A fourth level thief should be CR4. Meaning that he is (as a general rule) an appropriate chalenge for a party of four fourth level PC's. Sending a group up against a challenge 2 levels higher than them is, by definition, a "tough fight".

i'm sorry, but, that system is no good.
you're telling me that a guy fighting 4 of his equals teaming up on him is an appropriate 'challenge'. sounds like an automatic victory with a chance of wounds!

assuming a 4th level soldier a CR4 as well... these guys could take down a 4th level soldier pretty easily at their current level.

Think about it this way. It takes 1000 XP to make it to second level. It requires 6000 XP to make it to fourth level. So your level-4 Assassin quite literally has more experience than the entire party put together Shocked . When I put it in those terms does it seem so unreasonable that he can screw them over so badly? Twisted Evil

it seems unreasonable that 4 levels in any other class would make him a much easier encounter.
as far as XP goes, i get your point, but XP don't equate to anything other than levels. a character with 3,001 xp is no better than a character with 5,999 xp. so the fact that he has more xp then all of them put together doesn't mean a whole lot.

That is not a balanced encounter even though both sides have 8 character levels (4x2nd level PC vs 1x4th level assassin +4x1st level mook). At a rough guess that encounter is approximately EL 6 which is triple the average party level. So yes, that is a possible TPK. And no I'm not surprised by that.

4 guys against 4 guys of equal level is an exactly fair fight. this means a very dangerous encounter for each side, sure, but you can't tell me it's not a balanced encounter. it couldn't be any more balanced. it's the definition of balanced. an advantage arises from the one side being more skilled at ambush.

i understand that you don't want to give the players a totally even fight, otherwise they'll die half the time, but my PC's regularly take on large groups of enemies with equivalent skills to their own. but none of them have the ability to do 20 damage on an average hit.

i also understand that the one guy is more effective than 4 weaker guys out together, and thus is a tougher encounter than 4 weaker guys, BUT the fact is, this guy would have a harder time up against 8x1st level guys than up against 4x2nd level guys, just because he can only kill so many per turn.

So what you really have with Mr Assassin here is an encounter that flip-flops between CR 3 (reasonable) and CR 5 (deadly) depending on the luck of the PC's in that critical surprise round.
And I'm ok with that. I can think of countless examples both from real-life military history and from popular fiction where ambushes are either super-deadly for the poor sucker caught in the trap or else backfire horribly. The scenario described seems to fit quite well with the "grim n gritty" Conan meliu IMHO.

i'm okay with it too... he's a 'boss', so he's supposed to be difficult. again, the issue is with thieves in general getting attacks which are way more damaging than others.

Well.... you are the GM, you are designing the encounter. If you have him siting in a hunting blind waiting where he knows the PC's are going to walk under him then you have just given him an advantage. You have made the encounter harder the same as if you had equiped him with a master work Stygian bow instead of a crapy hunting bow. Thus the encounter is more dangerous than his pure levels indicate. That is not a flaw in the system nor is it a feature. It is your judgement call as the GM.
Don't just pass it off as "well, he is a thief with ranks in hide so of course he ambushes them!". If you want the encounter to be more reasonable for the PC's then do something about it. How about if you have a dying npc stumble up to the group and deliver a warning that their enemies have hired this deadly proffesional assassin to go after them. Now the PC's are on the lookout maybe they will not walk blindly into an area that looks like a set-up, maybe they will suprise you and come up with a clever way to lure this guy out into the open. You're the GM, design the encounter you want.

and i will, but i think you're misunderstanding... i haven't designed any encounter. this is a recurring character, and i'm not sure yet exactly where or how he will show up next. i've got his stats, and i know that what he does is lie in wait for people and then shoot them from hiding when they're not looking, that's a no-brainer for any shemite thief character, that's his job. the fact that he has a nice bow isn't me giving him some extra advantage, its a cultural weapon: what else would he have? the party's nomad has one, and the barbarian has a 2H battle-axe. that's the way the world is.. i don't think it's unfair of me to not strip him down to just a dagger.
i haven't decided that the pc's are automatically ambushed. the guy has a hide+11 skill (+13 in desert), you can be damn sure he's going to use it! sure, that doesn't mean he's not going to be spotted, but his hide is def. better than anyone's spot.


Those are my thoughts on encounter balance. I also have some thoughts on the rules for running an ambush (I've seen you make a few errors in the last couple of posts) but I will post more on that when I get home this evening.
do tell... (i know that you have to re-hide if you're shooting from hiding, with a -20. but i would ignore that rule at long range, and of course at long range he wouldn't get sneak attack, so unless he was totally drunk, he would probably wait til he could see the whites of their eyes, if possible. so he only gets one shot off before they see him, probably).

again, i'm not really worried about balancing the encounter, i'm mainly talking about the mechanics of sneak attack and how it makes a character buffer than his level suggests. sure, a sniper should be deadly, if the PC's go in the wrong place, they will be sniped.
my main point here; sniping like this shouldn't be the sole domain of thieves and pirates, but perhaps a feat that they have easy access to. i would of course give them something (more appropriate) to compensate for the loss.[/i]
 
Just because you COULD doesn't mean it's likely. I would tend to think carrying a sword 5 - 6' in length on one's back makes it difficult balance along that narrow ledge or sneak through that open window. It's all a matter of preference of course, but arguing that sneak attack is ALWAYS broken and then support getting rid of it through an extremely specific situational condition is hardly a persuasive argument.

But hey, it's your game. More power to you.

Azgulor

apparently you missed the 500 other arguments i had.

nothing in the rules says thieves have lower STR than soldiers or do less damage, hense the argument i was responding to was invalid. now read the rest of the thread.
 
Ichabod said:
I've been toying with ideas for how crits would deal additional damage not related to the base damage since, currently, you can't kill anything meaningful with a d4 weapon no matter how well you roll further making smaller weapons undesirable.

Ironically, maybe, we use Torn Asunder where crits with even lame weapons can matter, except, my feeling is that it mostly matters when screwing over PCs and has little impact to the antagonists.

For instance, you could say any crit deals 1d10+5 additional damage so that a d4 weapon has some hope of doing massive damage (with a strength bonus or whatever).

that is not a bad idea.
 
Ichabod said:
I've been toying with ideas for how crits would deal additional damage not related to the base damage since, currently, you can't kill anything meaningful with a d4 weapon no matter how well you roll further making smaller weapons undesirable.

Ironically, maybe, we use Torn Asunder where crits with even lame weapons can matter, except, my feeling is that it mostly matters when screwing over PCs and has little impact to the antagonists.

For instance, you could say any crit deals 1d10+5 additional damage so that a d4 weapon has some hope of doing massive damage (with a strength bonus or whatever).

Actually, it doesn't have to be that bad for the PCs. First off, by giving out a few more Fate Points, you have a way for PCs to nullify or reduce the effects of a critical. Additionally, the system's pretty easy to tweak.

As an example, in my campaigns, I tie the critical effect to the Massive Damage save. I introduced an intermediate level threshold - Serious Wound.

Any hit equal or greater to [(1/2 x Con)-1] is treated as a serious injury. This is a wound that, unless treated properly, has a chance for infection (using the system in Across the Thunder River). If a critical's damage total falls in between 1/2 the character's Con and the MDT (20) then I apply the Mild Critical effect from Torn Asunder. They also lose 1 hp / round from blood loss until the wound is bound.

A critical hit that triggers a MD save and is successful, has the Moderate Critical effect applied.

A critical hit that triggers a MD save that is failed, has the Serious Critical effect applied. For head and torso, these are instant kills in Torn Asunder anyway, so tying them to a failed MD save was a no brainer.

Other than hit location (which is only rolled on a Serious Wound or more severe injury), combat flows pretty much as written unless a critical is scored. Since Fate Points can be used to protect against the PC vs. NPC probability issue, my players love the increased lethalness as well. High-5s typically follow when a PC takes out a foe with a critical that does not only damage, but disembowels their foe!

Azgulor
 
worldeater said:
Yes the fourth level thief should be able to kill the whole party if everything is in his favor. The thing is the players should be able to not blunder blindly into a death trap.
his skills are much higher than theirs... without some serious deus ex machina on my part/going easy on them/playing nice, he'd surely get the drop on them. the question is, should a 4th level thief be so much more powerful than 4x2nd level characters of other classes? these guys could eat a 4th level soldier for breakfast.

Damage is what 1d6 + 3d8 so on average 17. That's not so insurmountable depending on your PC's hit point totals. Second level hit points for a scholar would be an average of 9 so that damage on average wouldn't even kill a scholar for sure.
damage is D10+1+3D8, +1 again if within 100'... this is a shemite bow. average damage is ~20, which is a hell of a lot of damage against someone at level 2..
somehow, average damage for a non-sneak crit would be only 15... how does getting shot in the back of the head (by a thief only!) hurt more than getting shot in the front of the head?
incidentally, that scholar being at -8 means he's dead unless someone immediately treats him, which just means they're dead too. hah.[/i]

His skills shouldn't be that much higher than thiers. He will have more skills but he can only have two more ranks in them. Someone in the group should have a high spot and listen.

So he has Weapon Proficency Shemite Bow, Point Blank Shot and Rapid Shot as his feats? Shouldn't he only have two feats?
 
Actually let me address the first post with the thief doing 3d8 bonus damage at 4th level.

I'm not going to take race into account here for simplicity sake.

A 4th level thief with the best weapon damage wise that a thief can use would be a Zhalibar Knife. The thief will have two feats so let's give him power attack and weapon focus (Zhalibar Knife) and a str of 18

That means on a sneak attack the thief will have a +4 to hit and 1d12+3d8 points of damage and 4 from str. Average Damage would be 24.

With a maxed out power attack that would be +1 to hit and and average damage of 28

Let's do a soldier with the best weapon for him, a bardiiche. He has a +4 BAB and 5 feats, so let's go with Weapon Focus (Bardiche), Power Attack, Parry, Cleave, Weapon Spec (Bardiche) and let's give him a str of 18

The Soldier will have a +5 to hit and do 2d10+8 points of damage average damage would be 19.

Taking a one point power attack that would go up to 21 with the same bonus to hit as the thief. Of course the soldier can do this every round and doesn't need to have his opponent denied thier dodge and parry.

Maxing out the power attack gives a average damage of 27 with a +1 to hit.

The thief has a higher max damage of 44 with PA against the Soldiers 36 but the soldier gets that every attack. Not a big difference.

Min damage for the Thief is 12 with the PA and for the soldier it's 18 with PA.

After the first round of combat the thiefs damage shrinks alot since the sneak attack will not come as often.

Sneak attack is good but it's not always the best. It's better in Conan than in straight DnD though.

Now CR have been brought up so I wanted to address them for a bit.

A CR of 4 which the assassin would be means that for a party of 4 4th level characters he should take 25% of the parties resourced to defeat.

I think it's three higher that means that the players would have a nearly impossible encounter.

So a party of four 2nd level characers shouldn't face anything stronger that a CR of 5.

Of course Conan doesn't use CR so it's hard to figure out what the CR would be. By giving advantages to the assassin you are in effect raising his CR which is why he is becoming deadly.

Also remeber that in order to hide the assassin will need cover or concealment. Cover and Concealment in most situations should work as a two way street. Though concealment from night time won't be as effective against the thief since he has Eyes of The Cat.

Plus the players may roll better for init since the thief shouldn't be too much higher in initiave and if one of the pcs took improved init maybe worse.
 
worldeater said:
A fourth level thief should be CR4. Meaning that he is (as a general rule) an appropriate chalenge for a party of four fourth level PC's. Sending a group up against a challenge 2 levels higher than them is, by definition, a "tough fight".

i'm sorry, but, that system is no good.
you're telling me that a guy fighting 4 of his equals teaming up on him is an appropriate 'challenge'. sounds like an automatic victory with a chance of wounds!

assuming a 4th level soldier a CR4 as well... these guys could take down a 4th level soldier pretty easily at their current level.
...
it seems unreasonable that 4 levels in any other class would make him a much easier encounter.
I was going to run a comparison against a 4th soldier here but foxworthy already beat me to it. Basically THF can match or beat the thief's sneak attack damage and he can do that on every attack, every round. Whereas the thief can only sneak attack under very specific circumstances. Heck, anyone with Uncanny Dodge simply ruins his whole day.

And you add into that that the soldier has got more HP, Fort save, better DV and has DR (your theif is using light-footed, no DR for him! ) and I don't see how you can say the thief is so much more powerful. They just work different is all. The thief gets all his hurting in at the start of the fight but the soldier can dole it out for several rounds.

i also understand that the one guy is more effective than 4 weaker guys out together, and thus is a tougher encounter than 4 weaker guys, BUT the fact is, this guy would have a harder time up against 8x1st level guys than up against 4x2nd level guys, just because he can only kill so many per turn.
And this is a perfect example of where the thief is not more powerful than the soldier. A 4th level soldier would sneer at a squad of 8 level 1 mooks as he cleaved his way through them. The thief only has a hard time because he can't take them all down with an ambush and after that he can't use his sneak attack. Which is one of the weaknesses of sneak attack mentioned before.

Balanced, no? :wink:

Ok, so now I'll nit-pick a few rules as promised.
fleeing, they'd be shot in the back. getting into melee? well, they'd still have to spot him! bombarding them with arrows doesn't mean they auto-spot (although it helps)
Here you are wrong. Once the thief fires on them he exposes his position and they do see where he is. The exception to this is to use the rules for Sniping, however that imposes a -20 penalty on his hide check and it takes a move action. Which means he is back to one attack per round now. It also means he can't do this on a surprise round (1 standard action only) so if he intends to be Sniping then he basically has to give up his surprise action, IOW he makes one sneak attack on the first round and then re-hides.

And even if he does hide the PC's should have some general idea of the direction of fire. You need cover/concealment to hide. If the PC's simply move 30 feet in the basic direction the attack came from it is quite possible that from their new vantage point he will no longer have cover from them. In which case they automatically spot him, no rolls required.

And of course, as already noted, he is within charging range. If he goes all-out the best he can do is kill 3 PC's and that leaves him exposed. If he left a melee guy standing he is likely toast. Likewise if he tries to hide and fails.

Later.
 
Well, level one Zingaran thief could deal 3d6+1d8 of damage through sneak attack. Let's say he is hiding in the bushes, is armed with a crossbow and has a sneak attack style in the same weapon. Kablam. One dice more if he has taken Light-footed as his feat. Put in more than one of them and they might together nail a much higher level character - as long as they can catch him flatfooted. Once he gets his defence bonuses up, it become nearly impossible for them to hit him. If they are smart, they only fire once, maybe twice if they win the initiative and then run - preferably having placed themselves in an inaccessible place for melee, such as on roofs.

edit - Of course, high level fellows might have good armor and nice DR, which might save them from the massive damage.

However - I think that is just fine and dandy. Surprise attacks are supposed to be deadly, many a mighty general has fallen in to one in the history books. The point is just to use them sparingly as a GM. If the player characters have made a powerful enemy, who can send a bunch of assassins after them - well, then it's the players own fault if they have their asses nailed to the nearest tree with sneak attacks.

What I like about d20 Conan - and why I GM it as the only d20 product - is the sense of mortality it retains even for the high level characters. I'm especially in love with the 20 point massive damage rule.
 
nothing in the rules says thieves have lower STR than soldiers or do less damage

If they want to be cut price soldiers they can. But they'll feel the loss of Dex and Con, and they don't have the feats to waste on Power Attack, which they have to be very wary about using since their attack is low anyway.

i'm mainly talking about the mechanics of sneak attack and how it makes a character buffer than his level suggests

It doesn't. It only looks as if it does because he's playing to his strengths. Few are the well built 4th level characters that would experience much difficulty with 4 2nd levels if they got to set the terms of the fight.

my main point here; sniping like this shouldn't be the sole domain of thieves and pirates

Just as well that they are sucky snipers then. Any sniper that has to get within 30 feet to function is a terrible, TERRIBLE sniper. Thirty feet is REALLY close. Even assuming that there is any cover that close, its a pain to get that near, and as soon as you've fired you are straight into melee. Thieves and Pirates are good at ambush attacks and double teaming people: dirty tricks fighting. They aren't snipers.

assuming a 4th level soldier a CR4 as well... these guys could take down a 4th level soldier pretty easily at their current level.

Oh could they? A 4th level soldier could have a parry defence in the high 20s without much trouble. Or there's the good old "Charge with a Greatsword" tactic... 2d10 plus 16 damage. Splat. Cleave. Splat. Great Cleave. Splat. Great Cleave. Splat.
 
worldeater said:
the thief could just as easily have a strength 18. there's no rule that says fighters get better STR than thieves.

Sure, but then they are sacrificing their more important attribute, DEX.


worldeater said:
if they're hyborian they can use a greatsword as well, and get a sneak attack of 2D10+6+2D8 (not using light-footed, since the sword is too heavy, that means he can wear light armor), if i'm not mistaken (i don't have the book in front of me). That's massive damage on an average roll.
i don't know what you mean by ''hard' to hit', a flanking attack gets +2 to hit, right? or else they are flat-footed and thus have a DC of 10 usually. compared to a -4 to hit for the power attack..

Hard to hit, as in, not flatfooted - sure you get a +2 for flanking, but the target still is mobile. Note, because the fighter almost always has higher STR, and regardless, the fighter has a higher BAB and can easily have weapon focus, he often will have a few extra points to drop into power attack and hit just as frequently as the thief, but for more damage.
 
This sniper should only get +2d6/2d8 damage from SA, as his feats are used up in rapid shot.

If you feel that the bonus damage is over the top, require the attack to penetrate the armor before applying the bonus SA damage. That's what I do in my game...

Otherwise, I don't get your problem, the mechanics work fine. Your scenerio pans out the way I'd expect it too, provided they don't spot the trap first.

Also, if you have a Barbarian or Borderer in the party chances are someone will win initiative over your Assassin, so he may only drop one party member...
 
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