A well-prepared thief can already bypass many of these restrictions …basstracks, golemstrike, and vinestrike of Compendium of spells can be put in the chambers of the magic wand, penetrating strike ACF Dungeonscape can be reduced by half the stealth attack damage against everything, and Magic of the dragonThe Dragon Fire Strike operation may allow you to bypass most of these immunities. All these elements represent a significant amount of optimization (which means that, for a fair comparison, you must also imagine the T3 class while also optimizing a significant amount), but in the end, none of this is huge. . So the change may not be as important as you think.
And really, the fact is that thieves never reach the barbaric damage potential – the bonuses of two-handed weapons are too big, and while the thief embarks on the fine-arms fight and the fight two weapons just for activate In their fighting style, the barbarian may have combat reflexes and an improved journey, or a power attack and an improved bull rush for the purpose of Shock Trooper, or mounted combat and spiritual charge. And that's not even assuming that Full Champion Totem ACF lion spirit that gets the barbarian rebound.
The thief, of course, has the right to claim solid consolation awards in the form of skills, but hey … the skills are underpowered. Almost all of them are completely replaced by low-level spells, and few of them are so often useful that spelling slots are an important limitation for medium-to-low spells. The best – hiding, moving silently, rocking and using a magic device – are certainly things for which the thief will be good, and these are good things for which it is good to be, but they do not really allow the kind of versatility that really impresses and gets a better ranking by levels. Of course, the use of Magic Device comes closest, but apart from having it in class, thieves really have nothing to do with this skill – they can not claim unique skills like a craftsman or a warlock. Thieves do not even have much reason to pump Charsima – especially if they have to sneak up and fight and so desperately need all the dexterity and build they can get.
And finally, these are four skills. A lot characters can handle four skills. The fact that the thief has another Four to six skill points per level are not important.
What is the way you have to look at classes: what do they get in addition to what everyone can do? Class features provide exceptions to basic rules – custom shapes, sanctioned Cheating. When you look at a class, you have to look at what rules they have to bend or break. And that's where the thief really falls: his cheats are traps, escape, mysterious dodge and some special skills. The stealth attack is kind of a cheat, I guess, but when the two-player standard players do more damage, well … Anyway, half of these features are not even specific to thieves , and the detection of traps is almost downright written: rogue needs Something this makes someone want to play one ", but unfortunately the way the wizards chose to write was to punish all the others rather than really give the thief something impressive to do.
At first, the thief's abilities can be quite exceptional. The skills are more relevant, the damage difference is narrower, and so on. But the levels of additional thugs give little and less with time.
So, of course, open a sneak attack: it's a good change. There is certainly no reason to balance these limitations, since the thief can be massively damaged by untapped people. But the real The problem with the thief is not a sneak attack, nor a damage, but a versatility. The ability to really do things that others can not do. The thief has just very limited options for doing something unique. It takes more to be T3.