[RPG] Does limiting Sneak Attack to the Dexterity choice on Finesse Weapons imbalance anything

balancednd-5ehouse-rulesroguesneak-attack

Inspired by this question "Reckless Attack + Sneak Attack synergy?".

This question brought my attention to something that seems odd. I was about to make a house ruling that in order to be able to utilize Sneak Attack that you had to choose the Dexterity option on the finesse weapon, this seems thematically sound as well as implied by the text in the ability. One of my players has tried to counter argue the point. Since I was not really convinced by his argument I thought I would ask the community.

Sneak Attack PHB 96 (emphasis mine):

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Finesse weapons have the text as follows PHB 147 (emphasis mine):

When making an attack with a finesse weapon, you use your choice of your Strength or
Dexterity modifier
for the attack and damage rolls. You must use the same modifier for both rolls.

I understand that this would pidgeon-hole Rogues to be more Dexterity based but to be quite honest they already are quite reliant on it as most of their base kit and skills are leaning that direction. Most brute Rogues are multi-classed into a martial class in my experience as well. In addition classes are in and of themselves pidgeon-hole anyway.

To strike subtly implies to me more Dexterity rather than Strength.

So would making this change do anything imbalanced other than limiting arguably "sub-optimal" builds?

Best Answer

To answer your question directly:

No, making this change would not be game breaking

This would impact the damage done by certain character builds - that is true. It very well may make certain character build less fun (like a strength based rogue).

Game breaking is a strong phrase. I don't believe that making this change (or not) would have that big of an impact to a campaign. Campaigns with Barbarian/Rogues can exist with no changes. Campaigns without a Barbarian/Rogue can exist as well.

A question that you really want to answer is: what mechanical problem you are solving by changing the mechanics of how abilities function?

This proposed change would impact strength based rogues. Some players find that in combat, more damage is fun. If you have a player like that in your group, playing a strength based rogue, this will directly impact how much fun that player can have in combat.

If this seems silly, or doesn't make sense, (but isn't causing mechanical issues) my recommendation would be: resolve that issue without changing the ways abilities work.

I see the hilarity in a barbarian being sneaky while also recklessly attacking. However, I'm very averse to changing abilities or mechanics as substantially as this without a clear mechanical problem that the change would fix.

As much as possible, I try to avoid 'fixing' things that aren't yet causing a problem. If you think this may cause a problem in the future, point that out to your players and make sure they clearly understand that if it becomes a problem, something may have to change.

Would making this change (or not) be game breaking? In and of itself, no.

It very possibly may hurt player fun though.