Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Do Assassins suck?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Benjamin Olson" data-source="post: 8209261" data-attributes="member: 6988941"><p>As I see it there are 5 basic weaknesses to the subclass:</p><p>1. The core level 3 ability is really two abilities (advantage against enemies who haven't gone and auto-crits against surprised enemies), but is described briefly and as one ability such that people often get confused, play a few levels getting auto-crits against any enemy who hasn't gone yet, and then are disappointed when someone at the table later realizes they've been doing it wrong.</p><p>2. The surprise part of the level 3 ability is highly DM dependent and may just never come up at your table.</p><p>3. The advantage on anyone who hasn't gone yet is theoretically great, but it's a bit belt and suspenders for a rogue in the first round who is often already going to be attacking from hiding or something. </p><p>4. The level 9 and 13 abilities are minor, highly situational benefits. It is questionable whether the level 9 one gives any benefit that every character shouldn't already get through good roleplay, albeit perhaps with a few more ability checks.</p><p>5. The level 17 ability again requires that elusive surprise that spoiled half of the level 3 ability, so given how little time you are going to play at that level, if your characters get there, it likely only comes up once or twice ever if you're lucky.</p><p></p><p>Now weakness 1 is not actually a real problem with the subclass, just a problem with how people perceive the class and a rules interpretation problem caused by poor wording in the PHB. It's bad writing and bad public relations, but that's all. Weaknesses 5 is of no relevance to most campaigns. Weakness 4 is of limited relevance to most campaigns; since the second round of Rogue subclass abilities comes pretty late Rogue subclasses basically live or die on effectiveness based on their 3rd level features.</p><p></p><p>So the real question is whether the two features of Assassinate save the subclass. If you get surprise frequently the autocrits probably make it all worthwhile. If you don't find other ways of consistent first round advantage then that also might make it worthwhile. When the subclass was released it probably did. Now however, we have Swashbucklers and Inquisitives able to get sneak attack without advantage more easily, optimization guides have taught everyone that their Arcane Tricksters should take Find Familiar to generate easy advantage, and Tasha's added the Steady Aim feature to make extra double sure that Rogues can always generate advantage when they need it. I think the niche for playstyles where Assassin is mechanically optimal for the sake of advantage is pretty small these days.</p><p></p><p>Mechanically it is still relatively strong as a multiclass dip. If you aren't really playing as a Rogue than the fairly uncomplicated "advantage when you beat someone on initiative first round" is pretty awesome, and only shines more with extra-attacks and any feature that improves initiative (which makes Gloomstalker probably the most conspicuous peanut butter to its jam, but there are lots of solid combos). </p><p></p><p>As a pure Rogue however, unless you have a DM who just gives you surprise all over the place or makes it impossible for you to get easy advantage by normal Rogue techniques it doesn't really hold up to competing subclasses. If the lore of it calls to you it's certainly not worthless, but it's mechanically underwhelming in most campaigns at most tables.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8209261, member: 6988941"] As I see it there are 5 basic weaknesses to the subclass: 1. The core level 3 ability is really two abilities (advantage against enemies who haven't gone and auto-crits against surprised enemies), but is described briefly and as one ability such that people often get confused, play a few levels getting auto-crits against any enemy who hasn't gone yet, and then are disappointed when someone at the table later realizes they've been doing it wrong. 2. The surprise part of the level 3 ability is highly DM dependent and may just never come up at your table. 3. The advantage on anyone who hasn't gone yet is theoretically great, but it's a bit belt and suspenders for a rogue in the first round who is often already going to be attacking from hiding or something. 4. The level 9 and 13 abilities are minor, highly situational benefits. It is questionable whether the level 9 one gives any benefit that every character shouldn't already get through good roleplay, albeit perhaps with a few more ability checks. 5. The level 17 ability again requires that elusive surprise that spoiled half of the level 3 ability, so given how little time you are going to play at that level, if your characters get there, it likely only comes up once or twice ever if you're lucky. Now weakness 1 is not actually a real problem with the subclass, just a problem with how people perceive the class and a rules interpretation problem caused by poor wording in the PHB. It's bad writing and bad public relations, but that's all. Weaknesses 5 is of no relevance to most campaigns. Weakness 4 is of limited relevance to most campaigns; since the second round of Rogue subclass abilities comes pretty late Rogue subclasses basically live or die on effectiveness based on their 3rd level features. So the real question is whether the two features of Assassinate save the subclass. If you get surprise frequently the autocrits probably make it all worthwhile. If you don't find other ways of consistent first round advantage then that also might make it worthwhile. When the subclass was released it probably did. Now however, we have Swashbucklers and Inquisitives able to get sneak attack without advantage more easily, optimization guides have taught everyone that their Arcane Tricksters should take Find Familiar to generate easy advantage, and Tasha's added the Steady Aim feature to make extra double sure that Rogues can always generate advantage when they need it. I think the niche for playstyles where Assassin is mechanically optimal for the sake of advantage is pretty small these days. Mechanically it is still relatively strong as a multiclass dip. If you aren't really playing as a Rogue than the fairly uncomplicated "advantage when you beat someone on initiative first round" is pretty awesome, and only shines more with extra-attacks and any feature that improves initiative (which makes Gloomstalker probably the most conspicuous peanut butter to its jam, but there are lots of solid combos). As a pure Rogue however, unless you have a DM who just gives you surprise all over the place or makes it impossible for you to get easy advantage by normal Rogue techniques it doesn't really hold up to competing subclasses. If the lore of it calls to you it's certainly not worthless, but it's mechanically underwhelming in most campaigns at most tables. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Do Assassins suck?
Top