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*Dungeons & Dragons
"Fixing" assassinate.
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<blockquote data-quote="NotAYakk" data-source="post: 7939044" data-attributes="member: 72555"><p>So the Rogue assassin level 3 feature has some issues. The biggest of which is that the best use of it is in a non-rogues hands, like a Gloomstalker/Paladin.</p><p></p><p>But another important issue is that it relies in a lot of DM and Party cooperation in getting surprise.</p><p></p><p>Here is a go at it:</p><p><strong>Assassinate (Enhancement)</strong></p><p>As a bonus action you can plan a telling blow on a target who isn't hidden from you. Roll 1d20 and keep it as your assassination die on that target for 1 minute. You can use the value of this assassination die to replace an attack roll on the target, and then it is expended. At the start of each of your turns you may increase the value of the assassination die by 1, to a maximium of 20. If you use this bonus action again you can choose to keep the old assassination die and target, or use the new roll and target. If you are hidden from the target or the target is unaware you are hostile to them, roll twice and keep the better result. At 9th level you instead increase your assassination die by up to 1d4 at the start of your turn, at 13th by up to 1d6, and at 17th up to 1d8.</p><p></p><p>---</p><p></p><p>The bonus action gives you another chance to land your on-turn sneak attack (competing with a bonus action off-hand weapon attack or similar). It also grants another chance at criting if you are lucky.</p><p></p><p>If you don't spend it, it inflates. A 19 on it means next turn you can guarantee a crit on it. Which is pretty nice.</p><p></p><p>Starting at higher levels, it starts growing faster than 1 per turn. This encourages investment in more levels of Rogue.</p><p></p><p>Against mooks, it acts as a 2nd chance to hit or crit (because the mook drops). Against bigger foes that last more rounds, it can scale slightly better.</p><p></p><p>The anticipation it gives should be fun. "Oh, I got a 19, next turn this guy is SO DEAD".</p><p></p><p>There are a few mini-games involved. You can attack before or after you do assassination plan on a turn; if you do it before, you have another chance to drop a 20. If you do it after and it was a hit, it is a backup chance to hit, and you can refresh the die afterwards (for a <em>next turn</em> extra die).</p><p></p><p>Against a foe you don't want to be exposed to, you can action-hide, bonus action plan the assassination (with advantage), and next turn drop a "super-quad-advantage" attack on it.</p><p></p><p>Out of combat, you can start a plan to drop someone (repeatedly rolling 2d20), and start a fight with an auto-hit, or an auto-crit (even if they aren't surprised).</p><p></p><p>Is it too strong?</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7939044, member: 72555"] So the Rogue assassin level 3 feature has some issues. The biggest of which is that the best use of it is in a non-rogues hands, like a Gloomstalker/Paladin. But another important issue is that it relies in a lot of DM and Party cooperation in getting surprise. Here is a go at it: [B]Assassinate (Enhancement)[/B] As a bonus action you can plan a telling blow on a target who isn't hidden from you. Roll 1d20 and keep it as your assassination die on that target for 1 minute. You can use the value of this assassination die to replace an attack roll on the target, and then it is expended. At the start of each of your turns you may increase the value of the assassination die by 1, to a maximium of 20. If you use this bonus action again you can choose to keep the old assassination die and target, or use the new roll and target. If you are hidden from the target or the target is unaware you are hostile to them, roll twice and keep the better result. At 9th level you instead increase your assassination die by up to 1d4 at the start of your turn, at 13th by up to 1d6, and at 17th up to 1d8. --- The bonus action gives you another chance to land your on-turn sneak attack (competing with a bonus action off-hand weapon attack or similar). It also grants another chance at criting if you are lucky. If you don't spend it, it inflates. A 19 on it means next turn you can guarantee a crit on it. Which is pretty nice. Starting at higher levels, it starts growing faster than 1 per turn. This encourages investment in more levels of Rogue. Against mooks, it acts as a 2nd chance to hit or crit (because the mook drops). Against bigger foes that last more rounds, it can scale slightly better. The anticipation it gives should be fun. "Oh, I got a 19, next turn this guy is SO DEAD". There are a few mini-games involved. You can attack before or after you do assassination plan on a turn; if you do it before, you have another chance to drop a 20. If you do it after and it was a hit, it is a backup chance to hit, and you can refresh the die afterwards (for a [I]next turn[/I] extra die). Against a foe you don't want to be exposed to, you can action-hide, bonus action plan the assassination (with advantage), and next turn drop a "super-quad-advantage" attack on it. Out of combat, you can start a plan to drop someone (repeatedly rolling 2d20), and start a fight with an auto-hit, or an auto-crit (even if they aren't surprised). Is it too strong? [/QUOTE]
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