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General Tabletop Discussion
*Pathfinder & Starfinder
Balancing Save-or-Die
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<blockquote data-quote="jbear" data-source="post: 5830162" data-attributes="member: 75065"><p>Assassins ... hmm ... what is the archetype of assassin I'd like to see in the game ... let me think ... [sblock]<img src="http://lecloud.files.wordpress.com/2010/11/assassins-creed-2-jump.jpg?w=535" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p></p><p>I think degrees of success or failure on a save could be an interesting avenue to explore.</p><p></p><p>For example: Assassin's skill level and degree of preparation of the kill (situational bonus) sets the DC of the saving throw. This is added to DC roll (1d20)</p><p></p><p>A success means the attack does a minimum of damage</p><p></p><p>A fail by 1-10 means the target suffers double damage and begins to bleed </p><p>A fail by 11+ means the target is dead</p><p></p><p>There would be situational requirements to perform a kill eg. being hidden or catching target by surprise</p><p></p><p>Being prepared eg. getting to know target and habits would increase possibility of a clean kill but not required. Assassins can improvise (which is logical).</p><p></p><p>A higher level target like an important boss will have a higher save so less likely to fail by more than 10, harder to insta-kill. Mooks are more likely to be one-shotted. But even if the aren't damage might kill them, and if not bleeding will likely finish them off.</p><p></p><p>Other spell effects could have similar varying effects based on degree of failure.</p><p></p><p>Eg. Sleep: Fail by less than 5: Sleepy and confused</p><p>Less than 10: Short term unconscious</p><p>More than 10: Night Night</p><p></p><p>Too messy?</p></blockquote><p></p>
[QUOTE="jbear, post: 5830162, member: 75065"] Assassins ... hmm ... what is the archetype of assassin I'd like to see in the game ... let me think ... [sblock][IMG]http://lecloud.files.wordpress.com/2010/11/assassins-creed-2-jump.jpg?w=535[/IMG][/sblock] I think degrees of success or failure on a save could be an interesting avenue to explore. For example: Assassin's skill level and degree of preparation of the kill (situational bonus) sets the DC of the saving throw. This is added to DC roll (1d20) A success means the attack does a minimum of damage A fail by 1-10 means the target suffers double damage and begins to bleed A fail by 11+ means the target is dead There would be situational requirements to perform a kill eg. being hidden or catching target by surprise Being prepared eg. getting to know target and habits would increase possibility of a clean kill but not required. Assassins can improvise (which is logical). A higher level target like an important boss will have a higher save so less likely to fail by more than 10, harder to insta-kill. Mooks are more likely to be one-shotted. But even if the aren't damage might kill them, and if not bleeding will likely finish them off. Other spell effects could have similar varying effects based on degree of failure. Eg. Sleep: Fail by less than 5: Sleepy and confused Less than 10: Short term unconscious More than 10: Night Night Too messy? [/QUOTE]
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