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<blockquote data-quote="Fenris-77" data-source="post: 7919183" data-attributes="member: 6993955"><p>If we want to wreak havoc with extended crit ranges perhaps keeping the weapons to a d6 or less makes sense? We could tie the class abilities to light weapons, which gives some choice but keeps it at a d6.</p><p></p><p>Shrouds could work with the extended crit too, for sure. As I mentioned above, if we tie them to observe your enemy, that could either by with surveillance on the first round, or after a round or two of observation in combat. Both make sense for the same mechanic. If those dice are d10s it makes the class hit pretty hard. The number of d10s could stack with level too. Or, alternatively, the crit multiplier could move past x2 to x3 or even x4 at tier 4. With light weapons that's not out of hand IMO, so long as there aren't too many d10s and you can't stack them.</p><p></p><p>Another thought I had, especially if we stick to light weapons, is that the class's attacks could also involve a condition - 'bleed' which could do additional damage every round unless treated. There's all sorts of shenanigans we could get up to there. It also fits nicely inside the 'attack the weak spots' vibe we're headed for. For example, what if every successful hit added a bleed die, call it a d4. That would help drop mooks in spots, and if they stacked it could really pump the Assassin's impact on longer combats versus bigger targets. It would also make it worthwhile to really press the mobility aspect, because there's an actual mechanical reason not to focus fire, especially against mobs. Anyway, it seems like a very cool and different kind of character to play in melee.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7919183, member: 6993955"] If we want to wreak havoc with extended crit ranges perhaps keeping the weapons to a d6 or less makes sense? We could tie the class abilities to light weapons, which gives some choice but keeps it at a d6. Shrouds could work with the extended crit too, for sure. As I mentioned above, if we tie them to observe your enemy, that could either by with surveillance on the first round, or after a round or two of observation in combat. Both make sense for the same mechanic. If those dice are d10s it makes the class hit pretty hard. The number of d10s could stack with level too. Or, alternatively, the crit multiplier could move past x2 to x3 or even x4 at tier 4. With light weapons that's not out of hand IMO, so long as there aren't too many d10s and you can't stack them. Another thought I had, especially if we stick to light weapons, is that the class's attacks could also involve a condition - 'bleed' which could do additional damage every round unless treated. There's all sorts of shenanigans we could get up to there. It also fits nicely inside the 'attack the weak spots' vibe we're headed for. For example, what if every successful hit added a bleed die, call it a d4. That would help drop mooks in spots, and if they stacked it could really pump the Assassin's impact on longer combats versus bigger targets. It would also make it worthwhile to really press the mobility aspect, because there's an actual mechanical reason not to focus fire, especially against mobs. Anyway, it seems like a very cool and different kind of character to play in melee. [/QUOTE]
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