This post is brought to by the rogue power Duelist's Flurry. To be fair it is just as much brought
to you by the lack of clarity in 4E around the anatomy of a damage roll and the tornado of bonuses
tied to this rather vague entity.
Rogue Attack 1Duelist's Flurry
You move your blade quickly, stinging your foe with a series of cuts and slashes.
Each slice does little damage, but when combined, they form a deadly threat.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: Dexterity modifier damage, slide the target 1 square, and you shift
1 square. You may use your sneak attack damage even if you do not have combat advantage
with this attack.
Level 21: 5 + Dexterity modifier damage.
Revision (11/30/2009)
Page 18: Duelist’s Flurry should have the second line of the hit changed to allow
you to deal your sneak attack damage instead of gain so that it matches the wording
of sneak attack. Change to the second line of the hit to, You may use your sneak
attack damage even if you do not have combat advantage against the target with this
attack.
First published in
Dragon Magazine 381.
For a level 11, dagger-wielding, rogue with the Backstabber feat, a 21 Dex and an 18 Cha, who does not have Combat Advantage:
Sly Flourish: 1W + Dex + Cha + Weapon Enchancement + Weapon Focus + Iron Armbands of Power
avg = 2.5 + 5 + 4 + 3 + 2 + 2 = 18.5
crit = 4 + 5 + 4 + 3 + 2 + 2 + 10.5 = 30.5
vs.
Duelist's Flurry: Dex + Sneak Attack + Weapon Enhancement + Weapon Focus + Iron Armbands of Power
avg = 5 + 13.5 + 3 + 2 + 2 = 25.5
crit = 5 + 24 + 3 + 2 + 2 + 10.5 = 46.5
Comparing the relative advantages of these two powers, Flourish gives you weapon damage and an extra
ability modifier (Cha) while Flurry gives you your Sneak Attack dice even though you don't have CA.
That's 7 points higher on average and 16 on a crit! Flurry is the clear winner here right?
Not really. With powers like Duelist's Flurry you lose a lot more than just the [x]W damage.
The powers compared in the above example have several bonuses in common they should not. Duelist's Flurry
and powers like it, that give only a static damage number, do not have an actual Damage Roll. What does
this mean? Well....
Damage Rolls
Roll the damage indicated in the power description. If you’re using a weapon for the attack, the damage
is some multiple of your weapon damage dice.
Add the ability modifier specified in the power description. Usually, this is the
same ability modifier you used to determine your base attack bonus for the attack.
In addition, any of the following factors might apply to a damage roll:
- Racial or feat bonuses
- An enhancement bonus (usually from a magic weapon or an implement)
- An item bonus
- A power bonus
- Untyped bonuses
Published in Player's Handbook.
If you look at some of the bullet points in the PHB description of a Damage Roll several
of the bonuses the two powers above appeared to have in common might not apply to a power that
lacks a damage roll. Let's double check them.
Weapon
The weapon keyword identifies a power that is used with a weapon, including an improvised
weapon such as an unarmed strike. The range and the damage of a weapon power is
usually determined by the weapon you use with it. A [W] in a power’s damage expression
stands for your weapon’s damage dice.
If you use a weapon power with a weapon with which you have proficiency, you add
the weapon’s proficiency bonus to the attack rolls of that power. Your class and
feats determine your weapon proficiencies.
Magic Weapons: If you use a weapon power with a magic weapon, you can
add the magic weapon’s enhancement bonus to the power’s attack rolls and damage rolls.
Using an Implement as a Weapon: Most implements cannot be used as weapons. However,
a few implements, like staffs, are expressly usable as both implements and weapons.
When you wield such an implement as a weapon, you follow the normal rules for using
a weapon.
When you use a magic version of the implement as a weapon, you can use the magic
implement’s enhancement bonus and critical hit effects. To use its properties and
powers, you must be able to wield it as an implement (see “Implement” above). Also,
some magic implements have properties and powers that are worded in such a way that
they work only with implement attacks.
Published in Player's Handbook 3.
Ok, so cross out the Weapon Enhancement bonus from Flurry (-3). Flurry is still ahead on average damage.
Weapon Focus
Heroic Tier
Benefit: Choose a specific weapon group, such as spears or heavy blades.
You gain a +1 feat bonus to damage rolls with your chosen weapon group. At 11th
level, this bonus increases to +2. At 21st level, it increases to +3.
Special: You can take this feat more than once. Each time you select this
feat, choose another weapon group.
First published in Player's Handbook.
Damn, lost Weapon Focus too (-2). Flurry is still ahead on average damage by 2.
Iron Armbands of Power
These plate armbands enhance the damage you dole out.
Level: 6
Price: 1,800 gp
Item Slot: Arms
Property: Gain a +2 item bonus to melee damage rolls.
First published in Adventurer's Vault.
Actually, most item bonuses to damage are bonuses given to damage rolls. There are some items that grant extra
damage without rolling like the Frozen Whetstone that simply deal extra damage on a successful attack.
This just happens to pull things dead even in terms of average damage. Almost like I planned it that way.
Sly Flourish: 1W + Dex + Cha + Weapon Enchancement + Weapon Focus + Iron Armbands of Power
avg = 2.5 + 5 + 4 + 3 + 2 + 2 = 18.5
crit = 4 + 5 + 4 + 3 + 2 + 2 + 10.5 = 30.5
vs.
Duelist's Flurry: Dex + Sneak Attack
avg = 5 + 13.5 = 18.5
crit = 5 + 24 + 10.5 = 39.5
When taking into account the slide + shift utility aspect and crits (omg) Flurry still looks like the winner to me.
Of course, there are other bonuses out there that only apply to damage rolls and I'm not factoring those in to the
equation since they tend to be situational. Just be aware if they state that hey add to damage rolls they won't apply
to powers like Duelist's Flurry.
Am I happy about this? Not really. When it comes right down to it I think it makes the Rogue less fun to play. The
main thing that makes rogues fun to play in combat encounters is their need to slip around the grid, taking chances,
trying to get into position where they can use Sneak Attack. This power just hands it to them. Even in you managed
to redesign the power so that its damage did not keep pace so well with the other at-will powers (and it clearly needs
this) I would still feel the game was better off without it entirely.
A better power with the duelist flavor (e.g. mono e mono) would be something like this:
Rogue Attack 1Duelist's Flurry
You move your blade quickly, stinging your foe with a series of cuts and slashes.
Each slice does little damage, but when combined, they form a deadly threat.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: Dexterity modifier damage, slide the target 1 square, and you shift
1 square. You may apply your Sneak Attack damage to your next successful attack
that damages the target until the end of your next turn.
Level 21: 5 + Dexterity modifier damage.
Even more fun would be something like this:
Rogue Attack 1Duelist's Flurry
You move your blade quickly, stinging your foe with a series of cuts and slashes.
Each slice does little damage, but when combined, they form a deadly threat.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: Dexterity modifier damage, and guess the target's next action. If your guess
is correct you may take an opportunity attack against the target. You may add your Sneak
Attack damage to this attack.
Level 21: 5 + Dexterity modifier damage.
Side Note:
There is some debate as to whether Sneak Attack and other striker "extra damage" dice get max'ed
out on a critical hit. My take on the RAW is they do.
Critical Hit
Natural 20: If you roll a 20 on the die when making an attack roll, you score a
critical hit if your total attack roll is high enough to hit your target’s defense.
If your attack roll is too low to score a critical hit, you still hit automatically.
Precision: Some class features and powers allow you to score a critical hit when
you roll numbers other than 20 (only a natural 20 is an automatic hit).
Maximum Damage: Rather than roll damage, determine the maximum damage you can roll
with your attack. This is your critical damage. (Attacks that don’t deal damage
still don’t deal damage on a critical hit.)
Extra Damage: Magic weapons and implements, as well as high crit weapons, can increase
the damage you deal when you score a critical hit. If this extra damage is a die
roll, it’s not automatically maximum damage; you add the result of the roll.
Published in Player's Handbook.
Most of the discussion centers around the last paragraph. Obviously damage expressions stated in powers are maximized
but what about "extra damage"? Some argue that Sneak Attack damage is extra damage (and it is) so it's included with
the other extra damage examples in the last paragraph. Others argue the last paragraph ONLY includes the examples
given and is only there to make sure people know the extra damage dice given as part of the critical hit must still be
rolled.
Of course, anyone who played 3/3.5 might also have the lingering feeling that Sneak Attack damage is not multiplied in
a critical hit. I recommend just throwing that feeling out. it's 10d6 vs 5d6 in a system where monsters have a lot more hp
on average than the previous edition of the game. I doubt it's a concern anymore.
It would also help if Damage Roll vs. extra damage that gets rolled was a little better defined.
In the end I just don't think letting strikers do more damage on a critical hit is a bad thing or overpowered in any way. Plus,
I actually like the idea of being a Daggermaster and taking the gamble of waiting for a critical hit to unload my Sneak Attack
damage, which you can do since you don't have to decide when to apply your SA damage until after the rest of your damage has
been rolled.