Originally Posted by
honkuimushi
I said this before in another thread-- split fortification for bosses into 2 parts, crits and Sneak Attacks. Leave fortification where it is for crits. That makes khopeshes, ESoS, and falchions a little less powerful, but tends to buff bastard swords, dwarven axes, greatswords, and greataxes. It also lowers the damage of Kensai III and Frenzied Berzerkers a bit.
On the other hand, put Sneak Attack fortification back where it was. That allows Rogues to still be high DPS on bosses.
One thing that worries me a bit is that with the increased fort, increased hp, new bosses that hit harder, and the new UI is that Rogues are getting hit doubly and everyone knows it. The increased fort takes away their greatest offensive ability when it counts most, They are also the most strapped for hp of any melee class. They get a d6 and no class Toughness. They also tend to be MAD so that spending more than 10 build points on Con is pretty tough. The fact that elves and drow are fairly popular choices for Rogues just makes it tougher. Warchanters and Artificers ate least get extra hp through their PrE.
So you take a class that tends to have a hard time getting high hp, increase damage in some fights making hp more valuable, give people a tool to enforce hp thresholds, and nerf that class' DPS in boss fights. I am not sure that that is a good idea.