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<blockquote data-quote="JiffyPopTart" data-source="post: 7922492" data-attributes="member: 4881"><p>My input:</p><p></p><p>Conceptually, I think there is a place for your concept in the game. To answer how I feel it should differentiate itself from the rogue I would suggest the following.</p><p></p><p>1. No powered up ranged combat. You can still use bows but your Nova damage should be from melee or thrown.</p><p>2. I'd like to see the class built around INT and STR as the two primary stats instead of yet another DEX class.</p><p>3. There has to be some give and take for balance. If you want to be the #1 Nova damage class, there is a place for that, but you can't also be as generally good in melee and as tough as Champion Fighter.</p><p>4. I think your comparison should be a paladin when determining max Nova potential. I personally feel like the Paladins are too Nova for the games balance and have had multiple encounters ruined by the damage spike.</p><p></p><p>Suggestions to fit your theme but be less mechanically fiddly.</p><p>1. Give the Assassin a base power of using a bonus action to either place a shroud OR attack. This will give them the option of spreading out their attacks fighting normally, or retreating and sizing up an opponent for a few rounds then dashing in and doing a big damage strike.</p><p>2. Don't limit shrouds per day, limit the stack you can build up. This way you can do shroud style combat in every encounter.</p><p>3. As you gain access to stacking more shrouds, also gain abilities that affect enemies based on how many shrouds they have. For example may e a low level ability is advantage on stealth rolls versus shrouded enemies. This way your general sneak doesn't have to be super high to let you sneak up on opponents.</p><p>4. All of your subclasses powers should interact with shrouds and abilities to use on shrouded enemies.</p><p>5. Shroud extra damage should only be once per opponent per round...and should use the sneak attack progression as a base. I'd balance it arou d the idea of 2 shrouds being the same damage as a sneak attack. The balance comes in with you DOI g less with one round of prep but more with three. This sets you apart from the rogue.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7922492, member: 4881"] My input: Conceptually, I think there is a place for your concept in the game. To answer how I feel it should differentiate itself from the rogue I would suggest the following. 1. No powered up ranged combat. You can still use bows but your Nova damage should be from melee or thrown. 2. I'd like to see the class built around INT and STR as the two primary stats instead of yet another DEX class. 3. There has to be some give and take for balance. If you want to be the #1 Nova damage class, there is a place for that, but you can't also be as generally good in melee and as tough as Champion Fighter. 4. I think your comparison should be a paladin when determining max Nova potential. I personally feel like the Paladins are too Nova for the games balance and have had multiple encounters ruined by the damage spike. Suggestions to fit your theme but be less mechanically fiddly. 1. Give the Assassin a base power of using a bonus action to either place a shroud OR attack. This will give them the option of spreading out their attacks fighting normally, or retreating and sizing up an opponent for a few rounds then dashing in and doing a big damage strike. 2. Don't limit shrouds per day, limit the stack you can build up. This way you can do shroud style combat in every encounter. 3. As you gain access to stacking more shrouds, also gain abilities that affect enemies based on how many shrouds they have. For example may e a low level ability is advantage on stealth rolls versus shrouded enemies. This way your general sneak doesn't have to be super high to let you sneak up on opponents. 4. All of your subclasses powers should interact with shrouds and abilities to use on shrouded enemies. 5. Shroud extra damage should only be once per opponent per round...and should use the sneak attack progression as a base. I'd balance it arou d the idea of 2 shrouds being the same damage as a sneak attack. The balance comes in with you DOI g less with one round of prep but more with three. This sets you apart from the rogue. [/QUOTE]
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