Possible improvements: Hello, everyone. I'd like to take this opportunity to
let you in on some current Team Icewind goals. Yesterday afternoon, a few of
the designers and most of the programmers sat down to work through a laundry
list of potential class improvements for Heart of Winter.
These improvements are being suggested so that classes with feel both more
"distinctive" and more useful throughout the entire course of the game.
Caveat lector: these are being worked on. They are not guaranteed to be in
the game.
Thief
* Sneak Attack: A variation of the 3E Rogue's Sneak Attack. It would replace
the Backstab as a more effective and useful power. Sneak Attacking would work
as follows: any time a thief attacks an opponent from a flank or rear
position, he or she can do additional damage *once* on that opponent. The
additional damage is +1d6, +1d6/4 levels. Thus, an 8th level thief could do
+3d6 damage. A 23rd level thief could do +6d6. It would not require hiding in
shadows or moving silently (though that would help getting in position). Once
a target had been hit by a Sneak Attack, they would be immune to Sneak
Attacks for a significant period of time. Critical hits would not double
Sneak Attack damage.
* Evasion: A pretty direct "port" of the 3E Rogue ability. Whenever a thief
is hit by a spell that allows a save for half damage (Fireball, Lightning
Bolt, etc.), a successful save results in *no* damage. Thieves would probably
get this ability around 7th or 8th level.
* Crippling Strike: Idea gleaned from 3E (again). At 5th level, allow thieves
to do a point of to-hit and damage penalty (-1 to hit and damage) on a
successful Sneak Attack. Increase this to 2 points at 9th level, 3 points
at 13th level, 4 points at 17th level, and 5 points at 21st level. Enemies
regain lost points after a turn.
* Masterful Skill: At higher levels, thieves will be able to perform certain
tasks while hidden. For instance, a 10th level thief might be able to disarm
a trap without coming out of stealth mode.
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