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<blockquote data-quote="Cap'n Kobold" data-source="post: 7923721" data-attributes="member: 6802951"><p>Well . . . you.</p><p>Its the M.O. of a lot of the characters that you have referenced as the inspiration for the class. Pretty sure you have actually talked about the class being able to "clear rooms full of mooks" or similar.</p><p></p><p> Has anyone mentioned "dying immediately the moment you are forced to fight someone"?</p><p>Pretty much any character, even Rogues, who have a much less "up-front" style can manage to not "die immediately the moment they are forced to fight someone".</p><p></p><p> The fact you even have a class ability that requires you to be confronting and actively getting attacked by opponents. Even Fighters aren't that dependent on attracting fire. Taking advantage of an opponent who overextends themselves attacking you is a pretty standard fighter-type move, but its just one of the techniques bound into their attack bonus and extra attacks. Your class has a maneuver that specifically replicates that and rewards getting attacked. It encourages the behaviour of getting attacked and so gives the class a playstyle based on that.</p><p></p><p>The "soldier as a name for a character that might use stealth and cover for advantage, but fights a lot of people" suggestion was to try to help you understand something that you had mentioned had been giving you trouble: that your concept for "assassin" was different to other people's concept for it. I'll have a think and see if I can come up with a clearer explanation for you.</p><p></p><p></p><p>Huh. Good point. Not sure which system I was thinking about there.</p><p></p><p> Str would certainly fit the "grapple and kill" side of the class, and would help distinguish it from classes with a very similar concept like Rogues, Rangers, and Dex fighters.</p><p>However, one of the reason this concept fits so well with Rogues, Rangers, and Dex Fighters is because it is so similar, and making it dump Dex would be against the theme for that reason.</p><p></p><p> That's a good idea for continuous mayhem rather than killing off specific targets.</p><p>Limiting shroud stacks to prof bonus would let you do things like increase crit range against shrouded opponents by the number of shrouds you stack. And/Or having the duration of bleed effects based on the number of shrouds on a target.</p><p></p><p>That gives an effective way to have low-level but iconic abilities scale with class level and grants tactical play based on how many shrouds you want to stack on a target.</p><p>Also gives potential further scaling in that you could apply multiple shrouds with a single ability at traditional "damage boost" levels like 5, 11, etc.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7923721, member: 6802951"] Well . . . you. Its the M.O. of a lot of the characters that you have referenced as the inspiration for the class. Pretty sure you have actually talked about the class being able to "clear rooms full of mooks" or similar. Has anyone mentioned "dying immediately the moment you are forced to fight someone"? Pretty much any character, even Rogues, who have a much less "up-front" style can manage to not "die immediately the moment they are forced to fight someone". The fact you even have a class ability that requires you to be confronting and actively getting attacked by opponents. Even Fighters aren't that dependent on attracting fire. Taking advantage of an opponent who overextends themselves attacking you is a pretty standard fighter-type move, but its just one of the techniques bound into their attack bonus and extra attacks. Your class has a maneuver that specifically replicates that and rewards getting attacked. It encourages the behaviour of getting attacked and so gives the class a playstyle based on that. The "soldier as a name for a character that might use stealth and cover for advantage, but fights a lot of people" suggestion was to try to help you understand something that you had mentioned had been giving you trouble: that your concept for "assassin" was different to other people's concept for it. I'll have a think and see if I can come up with a clearer explanation for you. Huh. Good point. Not sure which system I was thinking about there. Str would certainly fit the "grapple and kill" side of the class, and would help distinguish it from classes with a very similar concept like Rogues, Rangers, and Dex fighters. However, one of the reason this concept fits so well with Rogues, Rangers, and Dex Fighters is because it is so similar, and making it dump Dex would be against the theme for that reason. That's a good idea for continuous mayhem rather than killing off specific targets. Limiting shroud stacks to prof bonus would let you do things like increase crit range against shrouded opponents by the number of shrouds you stack. And/Or having the duration of bleed effects based on the number of shrouds on a target. That gives an effective way to have low-level but iconic abilities scale with class level and grants tactical play based on how many shrouds you want to stack on a target. Also gives potential further scaling in that you could apply multiple shrouds with a single ability at traditional "damage boost" levels like 5, 11, etc. [/QUOTE]
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