Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Assassins, Alignment, and Archetypes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fenris-77" data-source="post: 7920755" data-attributes="member: 6993955"><p>Back to the class at hand for a moment. I quite like both the extended crit range and bleeds as class features - they're on point and flavorful, as are shrouds. I think it's worth taking a moment to talk specifically about the mechanical implementation of those ideas though. We've spoken at least somewhat about how the rules we've got index a particular kind of mobile playstyle, which is cool and I like it, but what we haven't talked about is triggers and conditions for the abilities, at least not specifically.</p><p></p><p>The idea of extended crit range could just be cribbed from the Champion, so extend it at 3rd to 19-20 and then at some later level to 18-20. That's cool, but it isn't tasty (i.e. lacks flavor). If we want to weave the abilities together better we have a bunch of different ways we could gate and extend the crit range. First, we could gate behind advantage, which would encourage tactical play. Second, we could gate behind shrouds, which brings up some interesting choices about converting the shroud for damage or leaving in place for crits. Third, we could gate it behind the bleeds, which also plays nicely into encouraging tactical play.</p><p></p><p>If we want to gate behind advantage, we should probably consider how the class might manufacture advantage, since relying solely on other characters seems a little out of place.</p><p></p><p>If we want to gate crit range behind shrouds we need to build that decision point firmly into the base shroud rules.</p><p></p><p>If we want to gate behind bleeds we need to account for the notion that an assassin should be able kill a low power target without having to run around waiting for it to bleed to death.</p><p></p><p>There is another option - what if we gated an extension to the crit range behind all of the above? So attacking with advantage gets you to 19-20. Advantage and a shroud to 18-20, and advantage, shroud and bleed to 17-20? That seems like an interesting way to encourage the player to use all the tools in his toolbox. It also provides some interesting scaling since you wouldn't need all three to deal with mooks, but you would for bigger harder targets, and that makes a certain amount of intuitive sense, at least to me.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7920755, member: 6993955"] Back to the class at hand for a moment. I quite like both the extended crit range and bleeds as class features - they're on point and flavorful, as are shrouds. I think it's worth taking a moment to talk specifically about the mechanical implementation of those ideas though. We've spoken at least somewhat about how the rules we've got index a particular kind of mobile playstyle, which is cool and I like it, but what we haven't talked about is triggers and conditions for the abilities, at least not specifically. The idea of extended crit range could just be cribbed from the Champion, so extend it at 3rd to 19-20 and then at some later level to 18-20. That's cool, but it isn't tasty (i.e. lacks flavor). If we want to weave the abilities together better we have a bunch of different ways we could gate and extend the crit range. First, we could gate behind advantage, which would encourage tactical play. Second, we could gate behind shrouds, which brings up some interesting choices about converting the shroud for damage or leaving in place for crits. Third, we could gate it behind the bleeds, which also plays nicely into encouraging tactical play. If we want to gate behind advantage, we should probably consider how the class might manufacture advantage, since relying solely on other characters seems a little out of place. If we want to gate crit range behind shrouds we need to build that decision point firmly into the base shroud rules. If we want to gate behind bleeds we need to account for the notion that an assassin should be able kill a low power target without having to run around waiting for it to bleed to death. There is another option - what if we gated an extension to the crit range behind all of the above? So attacking with advantage gets you to 19-20. Advantage and a shroud to 18-20, and advantage, shroud and bleed to 17-20? That seems like an interesting way to encourage the player to use all the tools in his toolbox. It also provides some interesting scaling since you wouldn't need all three to deal with mooks, but you would for bigger harder targets, and that makes a certain amount of intuitive sense, at least to me. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Assassins, Alignment, and Archetypes
Top