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7

D&D 4e is a game of rules and exceptions, where any specific rule beats the general rule. The general rule in this case is "Once per round (errataed to once per turn), when you..." (PH1 p.117), right at the beginning of the Sneak Attack (SA from now on) paragraph. Knockout (daily, 9, PH1 p.121) has no special effect about applying SA damage. But you ...


3

A game about stealing-- and nothing else-- is a puzzle-driven game. And there is nothing intrinsically wrong with a puzzle game, if this is what you and your player (solo, in this case) both want. It would be roughly analogous to a story-lite or story-free sequence of dungeon crawls, where the focus is more on the tactics of hacking and slashing and ...


1

The Essential Requirement for Adventure is Conflict In most campaigns the conflict is obvious: "Here there be monsters". For your campaign you need to invent something a little different. Just stealing stuff does provide some conflict automatically. The PC has to get around guards, pick locks, fence the goods - but these are fairly static challenges that ...


0

Adding an overarching plot may be a good place to start. Make it feel like there is a story with some progression to it, as opposed to a random string of robberies that don't have any end to them. The important thing is to make sure your character feels a sense of progression, and like he is being challenged and growing. In the end, it probably won't be ...



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