Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Remember this also works for you though.
How is it that you need to cheese to win such a fight?
The rules for sneak attacks seem to be... dodgy sometimes.
I noticed that too, but in my case the babau were attacking crusaders npc.
I would think the reason Owlcat have implemented it the way they have is because of the immense complexity of following rules involving precise positioning.
In the first place the enemy AI would need to take into account where the NPC headed for to attack their target to gain flanking advantage. As far as the program is concenred all it has to dso at the moment is have the NPCs head for the current coordinate of the party character designated to attack. If positional flanking rules were in effect it couldn't do that, it would have to calculate a separate coordinate via rule formulae and geometry. A massive overhead and prone to an endless list of possible bugs.
For the player the question would always be "OK, game, were do I need to be exactly so I am flanking this ♥♥♥♥♥♥♥♥♥♥♥♥♥♥". The demand would be for a on screen prompts to show the required positions to effect a flank. This does not sit well in a fast paced RTwP combat game.
In short for this game it would be a nightmare for many reasons. Not least 'cos we got enough bugs already. Instead we get a system that just works and...
....so it's fine.
Sneak attack removes the "from behind" requirement, doesn't even have to be used from stealth, just opportunity, and unlike backstab doesn't have to be done only at the start of the encounter. All in all it's obviously better.
Which bring me back to assassination. I've been obsessed with trying it out with Greybor who is - after all - an assassin. So, you can wait till most of the game is over, he's lvl20, and he gets Master Slayer. Or make him an Executioner archetype, and he gets Assassinate at lvl10. (In another playthrough, I messed with giving him Assassin prestige class so he could take Death Attack. Forget it. It's less reliable. You can change it up to be a Paralyzing Attack, but why?)
Again "back in the day" the assassin who was a subclass of thief in order to pull it off had to strike from behind. No longer there. The requirement is that "the victim must be unaware". So, basically stealth or invisibility. Now what folks have said is absolutely true, a lot of mini-minibosses have pretty high Perception. It usually doesn't work. I will only add it seems to matter zero if you come up on them frontally, the side, or from behind. (You would figure it might work better from behind, but that honestly doesn't seem to matter. The Perception check doesn't seem to care about what angle you come from. Demons truly have eyes in the back of their head.)
However, one cool thing the assassin gets is Hide in Plain Sight, the ability to re-stealth in combat even though he's in full view of everybody. Can you do that, and still assassinate a target? Answer is yes. I tried it. It works. Gloriously. Again, of course, not always. It's of course harder to set up once everything else is in motion.
Anyway, results were mixed as I would expect, but if you make Greybor the assassin a real assassin, sometimes it's fun to watch. In one case, he snuck up on a Retriever Spider that was gigantic. Studied target. Sneak up. Assassinate. It's weird, the animation looks like he's sitting there for a moment getting ready to empty his bowels. There's a "windup" but it doesn't look like he's preparing to stab. But anyway ... as with most things, it will either work or it doesn't.
It did. Something like 140 HP damage, and it exploded into glorious chunks. A sight to behold.
I had to try it, and yes it can work. P.S. as I would expect, I NEVER found it to do so on anything with a name. They obviously have plot armor against it.
You have a certain eldritch scoundrel with invisibility spells he doesn't even need potions ... all I will say is coming up invisible increases his chance of getting sneak attacks, but he can score them without being invisible too. It actually has to do with the thread because it relates to ... flanking.
Arcane trickster lets you sneak attack with ... spells. Now that changes things up in interesting ways. Also BTW there were one or two times where it seemed to me it really could help to disarm a trap from 30ft away.
And going back to positioning, doesn't matter if he's behind the enemy, or not.
It's not the only thing they adapted. If we were to be RAW, Sneak Attack does not exist. It's simply an alternate condition for a Critical. And as such, everything that's immune to crits, should also be immune to sneak attack. But, in order to not make Rogues(etc) arbitrarily weak(Rogue + Beggar's Nest{NWN 1} = /gulp), they adapted this rule. Afaik. Maybe it's already been adapted in Pathfinder from 3,5 , wouldn't be the first time(pray tell, what does Persistent Metamagic do again? :) ).
Charging was also much better in Kingmaker, what exactly happened between there and here?