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General Tabletop Discussion
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(Rules Cyclopedia) Homebrew Assassin Class
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<blockquote data-quote="imurphy943" data-source="post: 5742941" data-attributes="member: 6672709"><p>Multiple Attacks: my mistake, thanks.</p><p> </p><p>Subterfuge: I intended it to be vague- I feel that the chances for use of Thief skills are basically ad-hoc anyway, so making your own chances using 2d6, d20 or whatever gets you more involved in the game. I also didn't want to either</p><p>(Use or invent a skill system</p><p>or (Single out the assassin, intentionally or not, as the only one who can do cool stuff. Besides, Find Traps and Remove Traps are infuriatingly vague and there are many other things that one DM might and another might not think the class should know how to do- prepare explosives, for example.</p><p> </p><p>Assassination: I see the problem here. The original assassin rules said 'level, or hit dice for monsters', which I simplified to hit dice. With this, chances against a character of equal level rise until 15th (final chance 90%), but then fall as chances stop increasing on the giving end until finally, 36th level, the chance is only 35%.</p><p>This could still be overpowered (playtesting definitely needed), but also bear in mind that if a little monster dies, it doesn't make much difference, and high-level monsters will frequently have high AC, lower surprise chance, and maybe even a retinue of low-levels. And if roleplayed correctly, insta-kill could almost be a positive thing (cited cases Sigurd vs. Fafnir, Perseus vs. Medusa, and Theseus vs. Minotaur).</p></blockquote><p></p>
[QUOTE="imurphy943, post: 5742941, member: 6672709"] Multiple Attacks: my mistake, thanks. Subterfuge: I intended it to be vague- I feel that the chances for use of Thief skills are basically ad-hoc anyway, so making your own chances using 2d6, d20 or whatever gets you more involved in the game. I also didn't want to either (Use or invent a skill system or (Single out the assassin, intentionally or not, as the only one who can do cool stuff. Besides, Find Traps and Remove Traps are infuriatingly vague and there are many other things that one DM might and another might not think the class should know how to do- prepare explosives, for example. Assassination: I see the problem here. The original assassin rules said 'level, or hit dice for monsters', which I simplified to hit dice. With this, chances against a character of equal level rise until 15th (final chance 90%), but then fall as chances stop increasing on the giving end until finally, 36th level, the chance is only 35%. This could still be overpowered (playtesting definitely needed), but also bear in mind that if a little monster dies, it doesn't make much difference, and high-level monsters will frequently have high AC, lower surprise chance, and maybe even a retinue of low-levels. And if roleplayed correctly, insta-kill could almost be a positive thing (cited cases Sigurd vs. Fafnir, Perseus vs. Medusa, and Theseus vs. Minotaur). [/QUOTE]
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