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Assassin Feedback
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<blockquote data-quote="mkill" data-source="post: 5325449" data-attributes="member: 55985"><p>Here is my feedback (already sent).</p><p></p><p>TL;DR: Love the class, hate the guilds.</p><p></p><p>------------------------------------------------------</p><p></p><p>Hello Dev team,</p><p></p><p>First of all, I like it! You managed to capture the archetype of a silent killer in the writeup.</p><p>My absolute favorite are the poisons as daily powers. Keep that.</p><p>The other great feature is that you tied the Assassin at-will powers to sneaky and unusual weapons. An Assassin with a blowgun is just so much more fitting than one who wields a full blade.</p><p></p><p>In short, I love the class and I want to play one.</p><p></p><p>However, I have one criticism:</p><p>You tied rules elements (the exotic weapon proficiencies and at-will powers) to story elements (your choice of guild).</p><p>As a DM, am I now expected to fit either the Red Scales or the League of Whispers into my campaign? No thank you. Please keep a PC rules writeup a PC rules writeup without dropping organizations into my campaign world.</p><p></p><p>The Red Scales: We don't like the powerful, the corrupt, the wealthy, so we sneak around and kill people! - So they're communist terrorists.</p><p></p><p>League of Whispers: We kill people so we're secret! - No really, who'd expect an organization of trained killers to value their privacy? I really can't imagine how they could make enemies they need to hide from. Also, if they kill everyone who knows of their existence, how do they take jobs? "10.000 gold to kill the duke? Love to do that job, but looks like you know we exist so now I have to kill you". Great business model.</p><p></p><p>If you want to tie the Guild idea to rules, use Paragon Paths. That's what Paragon Paths were invented for. Thank you. And provide a guild writeup that's not completely lame.</p><p></p><p>So please, for the love of all DMs out there, if you want to include Assassin guilds, keep them flavor text! Just give the Assassin the weapon proficiencies of both guilds, and let him choose at-wills without locking him into arbitrary weapon lists by guild. That's what I'll do at my table anyway.</p></blockquote><p></p>
[QUOTE="mkill, post: 5325449, member: 55985"] Here is my feedback (already sent). TL;DR: Love the class, hate the guilds. ------------------------------------------------------ Hello Dev team, First of all, I like it! You managed to capture the archetype of a silent killer in the writeup. My absolute favorite are the poisons as daily powers. Keep that. The other great feature is that you tied the Assassin at-will powers to sneaky and unusual weapons. An Assassin with a blowgun is just so much more fitting than one who wields a full blade. In short, I love the class and I want to play one. However, I have one criticism: You tied rules elements (the exotic weapon proficiencies and at-will powers) to story elements (your choice of guild). As a DM, am I now expected to fit either the Red Scales or the League of Whispers into my campaign? No thank you. Please keep a PC rules writeup a PC rules writeup without dropping organizations into my campaign world. The Red Scales: We don't like the powerful, the corrupt, the wealthy, so we sneak around and kill people! - So they're communist terrorists. League of Whispers: We kill people so we're secret! - No really, who'd expect an organization of trained killers to value their privacy? I really can't imagine how they could make enemies they need to hide from. Also, if they kill everyone who knows of their existence, how do they take jobs? "10.000 gold to kill the duke? Love to do that job, but looks like you know we exist so now I have to kill you". Great business model. If you want to tie the Guild idea to rules, use Paragon Paths. That's what Paragon Paths were invented for. Thank you. And provide a guild writeup that's not completely lame. So please, for the love of all DMs out there, if you want to include Assassin guilds, keep them flavor text! Just give the Assassin the weapon proficiencies of both guilds, and let him choose at-wills without locking him into arbitrary weapon lists by guild. That's what I'll do at my table anyway. [/QUOTE]
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