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Homebrew Assassin v4-ish?
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<blockquote data-quote="Blue" data-source="post: 8991712" data-attributes="member: 20564"><p>This looks cool. I haven't been following along, let me leap right in. Sorry if I cover things dealt with in other versions. I'm not going to comment on everything, if I don't say anything I think it's good. (Though some things I'll comment on just to say they are great!)</p><p></p><p><u>Saves + DC</u></p><p>Why is the weak save CHA, but the DC ability INT? Shouldn't they be the same? INT is used elsewhere as well.</p><p></p><p><u>Vulnerable Targets...</u></p><p>Vulnerable is already a keyword, I'd suggest picking something else for clarity.</p><p></p><p><u>Assassin's Shroud</u></p><p>Is this visible? Does the target know they have a shroud? Is this a magical effect that can be dispelled?</p><p></p><p>Can you place a shard outside of combat? By divorcing this from normal actions that gets questionable.</p><p></p><p>Can a target have more than one shroud on them?</p><p></p><p>What is the damage type of the shroud? Or is it the same as the weapon? Is it affected if the weapon hit was a crit?</p><p></p><p>Recovery seems like Arcane Recovery and the others - making it happen during a short rest syncs this class with the others. No need for them to skip a short rest because they need to use 10 minutes of the hour performing the ritual, and no imbalance with them able to recover and other recovery methods not.</p><p></p><p>EDIT: Just rereading and realized they come back on a short rest. 12d10 (2x 2d10 x long rest+2short rests) is <strong><em>FAR</em></strong> too much guarenteed bonus damage for a 1st level character. A 1st level paladin gets nothing, a 2nd level paladin gets 4d8. Paladin is a sturdier chassis, this can exceed that by some, say 4d10 per day guaranteed bonus, which is still only 1/3 of what this gives.</p><p></p><p><u>Shadow Moves</u></p><p>These are really flavorful, but it feels like too much is coming at at 1st level. I'd suggest moving something from 1st back to 2nd. </p><p></p><p>The "hit or miss on a weapon attack" is usually "Takes the Attack action" in 5e. This helps stop it from cascading too much, like with melee cantrips, etc.</p><p></p><p>Defensive Posture could be effectively permanent bladesong, and that's considered a premier defensive ability and can exceed bounded accuracy. This should cost a resource, even if it's a separate currency like [PROF] times per day. Compare to Monk who needs to spend Ki and a Bonus action for Disadvantage.</p><p></p><p><u>Lethal</u></p><p>Is cool, comes to early. Ripe for multiclass cherrypicking, but even without that, this should come a bit later.</p><p></p><p><u>Preternatural Parry</u></p><p>See no indication that this class is a slow enough progression to give a feature at the same level as an ASI. Very few classes do. I'd move this back.</p><p></p><p>Also this is better than the monk ability in that never coverts a hit to a miss, so you would still take any other effects from the missile. Plus melee attacks are more common than missile attacks. Plus this will later get overloaded with Deadly Riposte.</p><p></p><p><u>Fear and Shadow</u></p><p>Love these!</p><p></p><p><u>Quick on the Draw</u></p><p>("Sleight" misspelled.)</p><p>Just to make sure I understand. So I could attempt to stealth, fail the roll, do a shadow action (I'm assuming these are Shadow Moves), to do something, and spend a shroud to Hide again? With no extra actions? Eh, not liking it.</p><p></p><p>There's a recurring theme of doing things outside the action economy, or overloading like where a single Reaction can trigger multiple features. It's too much.</p><p></p><p><u>Hunter's Gaze</u></p><p>Unlimited Vulnerability and 18-20 crit range just for being able to see someone for a minute. And for 24 hours? Maybe usable once per long rest, and you recover the use if your target dies.</p><p></p><p><u>Death's Messenger</u></p><p>Love this!! Might move this earlier.</p><p></p><p>--</p><p>Sorry, time was short and I didn't read the Guilds, nor all of the details from the tools. It's really flavorful and I'm enjoying that. There are a few places were I made suggestions to align with 5e standards that are more about matching how the game does it. There's a few other places where abilities came either too soon, too densely, or were too powerful. One part of that last category is this class has a lot going on that avoids the action economy, and a touch of that can be unique, but too much can be unbalanced vs. other classes.</p><p></p><p>Still, really enjoyed the feel of this. Don't be fooled by this looking like a long list of suggestions - the majority of it was just on point so didn't need any comments at all. Good work.</p></blockquote><p></p>
[QUOTE="Blue, post: 8991712, member: 20564"] This looks cool. I haven't been following along, let me leap right in. Sorry if I cover things dealt with in other versions. I'm not going to comment on everything, if I don't say anything I think it's good. (Though some things I'll comment on just to say they are great!) [U]Saves + DC[/U] Why is the weak save CHA, but the DC ability INT? Shouldn't they be the same? INT is used elsewhere as well. [U]Vulnerable Targets...[/U] Vulnerable is already a keyword, I'd suggest picking something else for clarity. [U]Assassin's Shroud[/U] Is this visible? Does the target know they have a shroud? Is this a magical effect that can be dispelled? Can you place a shard outside of combat? By divorcing this from normal actions that gets questionable. Can a target have more than one shroud on them? What is the damage type of the shroud? Or is it the same as the weapon? Is it affected if the weapon hit was a crit? Recovery seems like Arcane Recovery and the others - making it happen during a short rest syncs this class with the others. No need for them to skip a short rest because they need to use 10 minutes of the hour performing the ritual, and no imbalance with them able to recover and other recovery methods not. EDIT: Just rereading and realized they come back on a short rest. 12d10 (2x 2d10 x long rest+2short rests) is [B][I]FAR[/I][/B] too much guarenteed bonus damage for a 1st level character. A 1st level paladin gets nothing, a 2nd level paladin gets 4d8. Paladin is a sturdier chassis, this can exceed that by some, say 4d10 per day guaranteed bonus, which is still only 1/3 of what this gives. [U]Shadow Moves[/U] These are really flavorful, but it feels like too much is coming at at 1st level. I'd suggest moving something from 1st back to 2nd. The "hit or miss on a weapon attack" is usually "Takes the Attack action" in 5e. This helps stop it from cascading too much, like with melee cantrips, etc. Defensive Posture could be effectively permanent bladesong, and that's considered a premier defensive ability and can exceed bounded accuracy. This should cost a resource, even if it's a separate currency like [PROF] times per day. Compare to Monk who needs to spend Ki and a Bonus action for Disadvantage. [U]Lethal[/U] Is cool, comes to early. Ripe for multiclass cherrypicking, but even without that, this should come a bit later. [U]Preternatural Parry[/U] See no indication that this class is a slow enough progression to give a feature at the same level as an ASI. Very few classes do. I'd move this back. Also this is better than the monk ability in that never coverts a hit to a miss, so you would still take any other effects from the missile. Plus melee attacks are more common than missile attacks. Plus this will later get overloaded with Deadly Riposte. [U]Fear and Shadow[/U] Love these! [U]Quick on the Draw[/U] ("Sleight" misspelled.) Just to make sure I understand. So I could attempt to stealth, fail the roll, do a shadow action (I'm assuming these are Shadow Moves), to do something, and spend a shroud to Hide again? With no extra actions? Eh, not liking it. There's a recurring theme of doing things outside the action economy, or overloading like where a single Reaction can trigger multiple features. It's too much. [U]Hunter's Gaze[/U] Unlimited Vulnerability and 18-20 crit range just for being able to see someone for a minute. And for 24 hours? Maybe usable once per long rest, and you recover the use if your target dies. [U]Death's Messenger[/U] Love this!! Might move this earlier. -- Sorry, time was short and I didn't read the Guilds, nor all of the details from the tools. It's really flavorful and I'm enjoying that. There are a few places were I made suggestions to align with 5e standards that are more about matching how the game does it. There's a few other places where abilities came either too soon, too densely, or were too powerful. One part of that last category is this class has a lot going on that avoids the action economy, and a touch of that can be unique, but too much can be unbalanced vs. other classes. Still, really enjoyed the feel of this. Don't be fooled by this looking like a long list of suggestions - the majority of it was just on point so didn't need any comments at all. Good work. [/QUOTE]
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