Pheonix0114
Explorer
For what its worth, I have never had a player play an assassin at my table except the 4th edition one, and though I thought how the class worked was cool, it always struck me that if a person was able to do what the assassin could (even from level 1) then they should be far more powerful than they were mechanically. I had this same problem with many of the 4e classes, I just felt that their mechanics gave them tools that didn't quite work with their power level as far as my own suspension of disbelief was concerned.
That being said, I propose that assassin be some kind of non magical theme designed for several classes that works more like 2e kits (i.e. lose this and that to gain something else) for Rouges it could be some of their utility, for fighters/paladins it could be heavy armor, for rangers some nature stuff. And then on top of this I would suggest a PrC or Paragon Path or what have you that was only available to those that took the assassin theme that makes you a "Shadow Assassin" or w/e, giving you access to some of the things that defines a magical assassin in fiction, such as invisibility, teleporting through shadows, etc.
That being said, I propose that assassin be some kind of non magical theme designed for several classes that works more like 2e kits (i.e. lose this and that to gain something else) for Rouges it could be some of their utility, for fighters/paladins it could be heavy armor, for rangers some nature stuff. And then on top of this I would suggest a PrC or Paragon Path or what have you that was only available to those that took the assassin theme that makes you a "Shadow Assassin" or w/e, giving you access to some of the things that defines a magical assassin in fiction, such as invisibility, teleporting through shadows, etc.