Chaldfont
First Post
Remember, you have a HUGE advantage as the DM. You know the PC stats, their capabilities, their habits and tactics. You create the NPC and the setting of the attack. Its very easy to assassinate a single PC like this.
What you need to think about first is what this encounter means to the players. Will the player being singled out have fun? Will it seem arbitrary and unfair to the others? What chance of success are you aiming at (what is the chance that the PC will die)?
If you want to send a message to the players (such as "You have powerful enemies who will stop at nothing to see you dead!"), you can do it without killing a PC. Having a high-level assassin ALMOST succeed is usually more fun. It lets the PCs show off their talents and puts the fear into the victim. You want the player of the victim saying stuff like, "Oh man, you had me down to 2 hp! And I almost failed my save against the death attack!" That's what makes for cool gaming stories.
Go ahead and let the players roll their skill checks to catch the assassin. Let them use their cool abilities. If you want it to be a coin-flip situation, set the DCs and modifiers appropriately. That's what I do--look at the player's stats and reverse engineer DCs and saves to approximate the success chance I want.
What you need to think about first is what this encounter means to the players. Will the player being singled out have fun? Will it seem arbitrary and unfair to the others? What chance of success are you aiming at (what is the chance that the PC will die)?
If you want to send a message to the players (such as "You have powerful enemies who will stop at nothing to see you dead!"), you can do it without killing a PC. Having a high-level assassin ALMOST succeed is usually more fun. It lets the PCs show off their talents and puts the fear into the victim. You want the player of the victim saying stuff like, "Oh man, you had me down to 2 hp! And I almost failed my save against the death attack!" That's what makes for cool gaming stories.
Go ahead and let the players roll their skill checks to catch the assassin. Let them use their cool abilities. If you want it to be a coin-flip situation, set the DCs and modifiers appropriately. That's what I do--look at the player's stats and reverse engineer DCs and saves to approximate the success chance I want.


