I, too, am inebriated!I kind of like Bhaal in FR. The class was inspired by the assassins in the ME.
I've got this idea for a creed of assassins game. There's this matrix like illusion where you can pretend to be in the past.
Dropping the slowed condition on every target you hit sounds like a lot, but I like the idea. Maybe it's just on a crit that the condition gets activated as a rider? That might keep it form being OP.I really like the Bleed idea. Especially if a bleeding target has their speed slowed. Really nice way to get past mooks to your real target.
I don’t dig crit multipliers so much. Extra dice on a crit, I could get behind, or maybe steal 4e’s brutal mechanic and reroll any 1 or 2 until they are higher than 1 or 2 on shroud damage. That would raise the average, and do so even more on a crit. Another option would be to double the Lethal threshold on a crit?
I also still like the idea of gaining a “destroy target” ability where if you deal half their HP in damage and they are CR [n] or lower, they must save or drop to 0hp. Maybe that could be what makes crits special?
I, too, am inebriated!![]()
maybe save vs slow?Dropping the slowed condition on every target you hit sounds like a lot, but I like the idea. Maybe it's just on a crit that the condition gets activated as a rider? That might keep it form being OP.
that could work.Some sort of mechanic to reroll low damage dice on crits would work, yeah. I was really talking about extra dice though. I didn't really explain that very well though. I was envisioning a progression where the class goes from rolling two weapon damage dice on a crit to three, and then four. Not even necessarily multiplying the shroud die, although that could also be the case. We're talking d4s and d6s so rolling 3 or 4 of them on a crit isn't breaking the game at higher levels.
it’s possible that hp could work. Some higher CR critters have lower HP because they’re more glass cannon, but hell, that might be okay.I like the destroy target ability too. Is there a way we can decouple that from CR? Not everybody uses that straight out of the tin and it feels like a lot of double checking for the DM. That said, if it's mooks mostly it shouldn't be that hard to track. We'd need to think hard about what the CR [n] or equivalent should be as well.
As for the parry, there are a bunch of abilities that allow X reaction on a missed melee attack. It could just be a higher tier ability that allows a reaction attack on a miss period. Nice and simple. I think the Shrouds could be based on the BA too. I'm picturing TWF being the class primary, so that would have them choosing round to rounnd between the extra attack and maybe more crits and the shrouds, plus maybe dodging. That sounds like a meaningful tactical choice. I like it. Generally keep ripostes and dodges to the R and BA and make it a choice that matters.
Given as the dark side is exactly where I expect to find Assassins, that somehow seems appropriate.Yeah, no. Not so much. You need to let go of your hate and anger Luke. Let go of your preconceptions about alignment. Let go of your narrow non-melee vision. Lead to the dark side those things do.
Sorry, not familiar with any of those.The assassin in your post is pretty categorically not what's on the table here. I also find that assassin intriguing, but only as a NPC. A better set of comps might be Kalam Mekhar or Apsalar from the Malazan books, or Rallick Nom from the same series. Or Caine from the Acts of Caine series.
Sounds like you're talking about something more akin to a 4e striker, which isn't at all what I'm after here.The kind of fantasy fiction assassin we're talking about is very much melee competent - fast, accurate and deadly. Precise and skilled rather than brutal, but deadly nonetheless.
That's the whole point: the Assassin is very much a solo character. (yet still lots of fun to play) Sure there's times an Assassin fits into a party and can bring something they otherwise lack (which is why they get some Rogue abilities; if the party needs a Rogue an Assassin can kinda fill the bill) but most of the time they're running solo.Poison probably shouldn't be a factor either, or at least it wouldn't be for me - I'll either add deadly poisons to my game or not, but they aren't just a toy for one class, nor just for the good guys. The whole "only one chance" idea above is precisely why the Rogue archetype won't cut the mustard either - that emphasizes solo play and makes the character generally useless (and not fun to play).
No.I'm not sure how observation and a tactical approach to combat equal 'flailing around'. It could just as easily be read as "four times as likely to land a telling blow due to precision and planning". Keep in mind that it's also just one mechanic and it applies to all the assassins attacks. Part of the program was to make a more DPR assassin