Grappled just means they can't use movement as an action, which is very different to being completely incapacitated. Relating this to real life - I could be grappled by someone behind me, while still striking out at a person in front of me - making me a valid distraction to both the grappler and the person in front of me.
To the disadvantage point in general - I don't need to actually hit you to be a distraction. If I'm waving my broadsword in your face - no matter how incompetently - it's reasonable to assume I'm a distraction.
I know that sneak attack, especially at higher levels, can start dealing ridiculous amounts of damage. But the way to negate that is to legitimately impose disadvantage on the rogue, not the distraction. But you don't want to do that too often - it's BS to consistently find excuses to remove a PCs major perk. Sufficiently intelligent monsters should also fight tactically and avoid putting themselves in a position where they can be readily sneak attacked - I'd say that's fair play at all times.
Honestly SA seems really strong when you see the handful of dice, but it's not actually that much damage. It is required to allow rogues to keep pace with fighters or barbarians who are attacking multiple times with features that add damage on each hit.
I'd recommend using more monster abilities and/or terrain features that move the PCs around with the goal of encouraging them to work harder to coordinate attacks rather than trying to shut down SA altogether. If something punches hard, give it a 10' push as well. Stuff like that.
I know that RAW, an enemy provides the necessary distraction unless incapacitated.
Has anyone else house-ruled that enemies at disadvantage cannot provide the necessary distraction for sneak attack?
Or created a monster feature that allows restrained targets not to count as enemies?
If so, how has it affected the game?
I haven't, but I don't think I would.
Grappled just means they can't use movement as an action, which is very different to being completely incapacitated. Relating this to real life - I could be grappled by someone behind me, while still striking out at a person in front of me - making me a valid distraction to both the grappler and the person in front of me.
To the disadvantage point in general - I don't need to actually hit you to be a distraction. If I'm waving my broadsword in your face - no matter how incompetently - it's reasonable to assume I'm a distraction.
I know that sneak attack, especially at higher levels, can start dealing ridiculous amounts of damage. But the way to negate that is to legitimately impose disadvantage on the rogue, not the distraction. But you don't want to do that too often - it's BS to consistently find excuses to remove a PCs major perk. Sufficiently intelligent monsters should also fight tactically and avoid putting themselves in a position where they can be readily sneak attacked - I'd say that's fair play at all times.
Honestly SA seems really strong when you see the handful of dice, but it's not actually that much damage. It is required to allow rogues to keep pace with fighters or barbarians who are attacking multiple times with features that add damage on each hit.
I'd recommend using more monster abilities and/or terrain features that move the PCs around with the goal of encouraging them to work harder to coordinate attacks rather than trying to shut down SA altogether. If something punches hard, give it a 10' push as well. Stuff like that.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thanks for the input... this all makes sense.
For the monster feature, I was thinking more about the creatures built to grab and restrain the party with tentacles, not another humanoid.
I will just lump this in with the same distaste I feel about sneak attack working on undead, constructs and oozes. :)