Sneak Attack in the Vitality/Wound system [Archive] - Wizards Community

Post/Author/DateTimePost
Bohica

08-25-05, 01:35 PM
I not getting a good mental picture here. It would be far too powerful to allow sneak attacks to automatically do wound damage, but it doesn't really fit in well taking away from the Vitality points either. Any suggestions?

Bohica
Voila!

08-25-05, 02:14 PM
Yes, you see, you have it wrong. Well, UA more advises you to house-rule for it, which is odd, but in any case...
Sneak attack, energy burst (i.e. flaming, shocking, etc.) weapons, etc., simply deal wound damage of the appropriate type for each die it would otherwise deal. You sneak attack for +8d6, you instead deal 8 wound damage.
Bohica

08-25-05, 02:41 PM
I never saw this in the book. Where is it listed? So how about spells such as fireball? Wound Damage also?

Bohica
Xeviat-DM

08-28-05, 12:55 AM
I never saw this in the book. Where is it listed? So how about spells such as fireball? Wound Damage also?

Bohica

It is a sidebar in the area where the Wound/Vitality system is. Fireball is an area affect reflex save spell; it cannot deal wound damage because it doesn't have an attack roll and cannot score a critical hit. It will deal normal damage to wounds if someone's VP are reduced.
Jerks

08-29-05, 01:58 PM
In my group, we decided to just leave it at Vitality. The thinking is that in "normal" D&D sneak attack damage is NOT multiplied by a critical hit (nor is any other extra die of damage on top of a damage roll).

So in the event of a critical hit, the weapon damage is applied directly to wounds and the sneak attack damage applies to Vitality first. Converting sneak attacks to wounds directly makes it far too powerful, and changes the nature of extra damage die in the game from the original design. Converting it on a 1 die to 1 pt basis actually weakens sneak attack, especially when facing huge creatures with bonus wound pts. Applying it to Vitality, in our experience, is vastly superior to doing anything else and keeps the power of the sneak attack directly in line with the core game....IMHO.
Gold Katana

08-29-05, 02:35 PM
Jerks, in your version, does the extra dice damage go to WP on a 1-to-1 basis once VP is exhausted?
Jerks

08-29-05, 08:08 PM
Yes, in my system once you're out of Vitality the sneak attack damage goes to wounds on a 1-to-1 basis. I feel this is the most fair way to do it because as I stated before, large creatures with bonus Wounds would have an unfair buffer against sneak attacks if you did it the other way.

About the only classes/creatures that are at a disadvantage under this system are high level NPC classes, but seeing as how these should not be players it doesn't really matter.
Temrek

08-30-05, 03:43 PM
I generally let any sneak deal xd-x vitality damage and x wound damage. Have not encountered any problem with that yet.
Xeviat-DM

08-30-05, 04:02 PM
You know what Jerks, you're right. The damage isn't multiplied in a critical hit, thus it shouldn't be added to a critical hit. It's hard to picture sneak attacks now, though, but sneak attacks were never "crippling" unless the player took feats to alter the nature of their sneak attack (hamstring, arterial strike, ect.).

I'm going to play it this way in my games; I think that will make it work out better in the end.