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<blockquote data-quote="TheCosmicKid" data-source="post: 7926878" data-attributes="member: 6683613"><p>That's partly why my Shadow Dash suggestion was a reaction that only had one option and triggered on <em>hitting</em> with an attack. A burst of speed specifically when you draw blood is pretty distinct from the rogue's more modest but reliable menu of options. Does the base assassin need the same sort of menu presentation for this feature? Or do they just need to run and hide really, really well? When they get the ability to intimidate people, is this really thematically similar enough to put under the same umbrella of "Shadow Action", or should it just be a new feature?</p><p></p><p></p><p>Part of the trouble is that the maximum number of shrouds grows with level, so it actually gets harder and harder to max them as the character levels up. I ran into a similar problem with a class I was writing that built up a pool of rage dice. Ideally, you want it to max out at the same rate (or faster). To do this, you can set the maximum at a constant one, two, or three shrouds, and grow the damage per shroud with level, rather than the shroud count. Alternatively, you can grow the shroud count as before, but have a single shroud action apply (say) half maximum shrouds, or maximum shrouds if the target is vulnerable. Either way, the result is that the assassin can create a distinctive sort of rhythm, alternating between cautious set-up turns and wild explosive turns.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7926878, member: 6683613"] That's partly why my Shadow Dash suggestion was a reaction that only had one option and triggered on [I]hitting[/I] with an attack. A burst of speed specifically when you draw blood is pretty distinct from the rogue's more modest but reliable menu of options. Does the base assassin need the same sort of menu presentation for this feature? Or do they just need to run and hide really, really well? When they get the ability to intimidate people, is this really thematically similar enough to put under the same umbrella of "Shadow Action", or should it just be a new feature? Part of the trouble is that the maximum number of shrouds grows with level, so it actually gets harder and harder to max them as the character levels up. I ran into a similar problem with a class I was writing that built up a pool of rage dice. Ideally, you want it to max out at the same rate (or faster). To do this, you can set the maximum at a constant one, two, or three shrouds, and grow the damage per shroud with level, rather than the shroud count. Alternatively, you can grow the shroud count as before, but have a single shroud action apply (say) half maximum shrouds, or maximum shrouds if the target is vulnerable. Either way, the result is that the assassin can create a distinctive sort of rhythm, alternating between cautious set-up turns and wild explosive turns. [/QUOTE]
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