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Homebrew Assassin v4-ish?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8991769" data-attributes="member: 6704184"><p>Thank you! </p><p></p><p>I think some of these issues are a matter of the language needing updating or clarification, but I’ll go over all these features with an eye toward that as soon as I can. </p><p></p><p>Lethal is too central to the identity to push back significantly. I think it’s also very minor at low levels in the current build, but I’ll double check. </p><p></p><p>The shrouds are tough, because the damage output per day is based on comparison to the rogue and to a full caster using all slots for single target damage using the DMG damage by spell level table, and over the same number of rounds, the three pretty much line up. I also don’t think that full 2 short rest days are all that common, but that’s a tangent. I’ll give it some more thought. </p><p></p><p>The party and riposte abilities should probably be streamlined into one ability, but that is a huge part of the round-by-round play of the assassin once the fight is on. Punishing enemies for trying to focus on the assassin. </p><p>Also the monk variant I’m working on has Deflect Attacks, which works against any weapon attack. </p><p></p><p>The whole point of parry is to set up riposte, though. They are one dynamic whole. </p><p></p><p>Shrouds and shadow moves probably both need simplification, and/or upgrades at later levels for some of the bonus tidbits like increased crit range. Speaking of, shrouds are not stackable, not visible, but probably detectable as magic. Maybe with a later level upgrade to not be detectable via magic. </p><p></p><p>I’ll have to do a review of the class again to reply further, but I will percolate on all that and reply more later.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8991769, member: 6704184"] Thank you! I think some of these issues are a matter of the language needing updating or clarification, but I’ll go over all these features with an eye toward that as soon as I can. Lethal is too central to the identity to push back significantly. I think it’s also very minor at low levels in the current build, but I’ll double check. The shrouds are tough, because the damage output per day is based on comparison to the rogue and to a full caster using all slots for single target damage using the DMG damage by spell level table, and over the same number of rounds, the three pretty much line up. I also don’t think that full 2 short rest days are all that common, but that’s a tangent. I’ll give it some more thought. The party and riposte abilities should probably be streamlined into one ability, but that is a huge part of the round-by-round play of the assassin once the fight is on. Punishing enemies for trying to focus on the assassin. Also the monk variant I’m working on has Deflect Attacks, which works against any weapon attack. The whole point of parry is to set up riposte, though. They are one dynamic whole. Shrouds and shadow moves probably both need simplification, and/or upgrades at later levels for some of the bonus tidbits like increased crit range. Speaking of, shrouds are not stackable, not visible, but probably detectable as magic. Maybe with a later level upgrade to not be detectable via magic. I’ll have to do a review of the class again to reply further, but I will percolate on all that and reply more later. [/QUOTE]
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