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<blockquote data-quote="TheCosmicKid" data-source="post: 7934125" data-attributes="member: 6683613"><p>Yeah, one of my general critiques of the class is that it could stand to trim down on the features. But note how, for instance, One Step Ahead conceptually combines Shroud, Lethal, Blood in the Cut, Riposte, and Shadow Move into a single moving part that sells a distinctive narrative and playstyle. I'm not saying that specific idea is the perfect solution and you should immediately copypaste it into your document -- there's a lot that could be criticized there. But that's the <em>sort</em> of thing I'm talking about. Taking all these disparate perks and powers, and focusing them in to try to find the core of the class.</p><p></p><p></p><p>Let's game this out. Assassin is in a fight, what happens on his turn? He puts a shroud on whatever he wants to attack this turn, and then takes a swing at it. If he hits, he invokes the shroud and deals a die of extra damage, because why wouldn't he take damage when it is offered, so now the board is clear of shrouds again and on his next turn he can rinse and repeat with whatever target he wants. Pretty battlemasteresque, in my eyes. If he <em>misses</em>, things get a bit more interesting. The shroud sticks to the target until next turn, and then he'd be well advised to drop his new shroud on the same target and go for two dice of damage. So what the shroud is effectively doing is incentivizing doubling down on targets you miss, while rewarding hits with freedom of choice.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7934125, member: 6683613"] Yeah, one of my general critiques of the class is that it could stand to trim down on the features. But note how, for instance, One Step Ahead conceptually combines Shroud, Lethal, Blood in the Cut, Riposte, and Shadow Move into a single moving part that sells a distinctive narrative and playstyle. I'm not saying that specific idea is the perfect solution and you should immediately copypaste it into your document -- there's a lot that could be criticized there. But that's the [I]sort[/I] of thing I'm talking about. Taking all these disparate perks and powers, and focusing them in to try to find the core of the class. Let's game this out. Assassin is in a fight, what happens on his turn? He puts a shroud on whatever he wants to attack this turn, and then takes a swing at it. If he hits, he invokes the shroud and deals a die of extra damage, because why wouldn't he take damage when it is offered, so now the board is clear of shrouds again and on his next turn he can rinse and repeat with whatever target he wants. Pretty battlemasteresque, in my eyes. If he [I]misses[/I], things get a bit more interesting. The shroud sticks to the target until next turn, and then he'd be well advised to drop his new shroud on the same target and go for two dice of damage. So what the shroud is effectively doing is incentivizing doubling down on targets you miss, while rewarding hits with freedom of choice. [/QUOTE]
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