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How do you handle Rogue (Assassins)?
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<blockquote data-quote="iserith" data-source="post: 7354000" data-attributes="member: 97077"><p>First, I would examine why rogue (assassin) is a popular choice. Is there anything I'm doing to make this more popular than other rogue sub-classes? Is this an actual problem that I should fix and how?</p><p></p><p>Another consideration: Moving stealthily requires a slow pace. This means whatever the PCs are doing takes longer. In my games, this means you're more likely to run afoul of wandering monsters and it means a greater chance of failing to complete time-sensitive quests. Having some fair trade-offs for the benefit of moving stealthily and gaining surprise more often than not would be both in line with the rules and create some meaningful decisions.</p><p></p><p>Next, it might be worth calculating how much damage the assassin puts out by engaging in this tactic versus the party just busting down the door and attacking and <em>occasionally </em>getting surprise. I'm not a math guy, but if it works out that this assassin-scouting-ahead tactic doesn't have much of a payoff relative to the amount of idle time the rest of the players are experiencing, that should be made apparent to the players.</p><p></p><p>Finally, but not necessarily as the last resort, I would suggest that if the players are a bit bored with the assassin pulling this tactic, they just talk to the assassin's player and compromise on how often it's employed. They might also start working on ways to make the rest of the party stealthier so they can join the assassin in this tactic.</p></blockquote><p></p>
[QUOTE="iserith, post: 7354000, member: 97077"] First, I would examine why rogue (assassin) is a popular choice. Is there anything I'm doing to make this more popular than other rogue sub-classes? Is this an actual problem that I should fix and how? Another consideration: Moving stealthily requires a slow pace. This means whatever the PCs are doing takes longer. In my games, this means you're more likely to run afoul of wandering monsters and it means a greater chance of failing to complete time-sensitive quests. Having some fair trade-offs for the benefit of moving stealthily and gaining surprise more often than not would be both in line with the rules and create some meaningful decisions. Next, it might be worth calculating how much damage the assassin puts out by engaging in this tactic versus the party just busting down the door and attacking and [I]occasionally [/I]getting surprise. I'm not a math guy, but if it works out that this assassin-scouting-ahead tactic doesn't have much of a payoff relative to the amount of idle time the rest of the players are experiencing, that should be made apparent to the players. Finally, but not necessarily as the last resort, I would suggest that if the players are a bit bored with the assassin pulling this tactic, they just talk to the assassin's player and compromise on how often it's employed. They might also start working on ways to make the rest of the party stealthier so they can join the assassin in this tactic. [/QUOTE]
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How do you handle Rogue (Assassins)?
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