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How do you handle Rogue (Assassins)?
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<blockquote data-quote="Fast_Jimmy" data-source="post: 7354040" data-attributes="member: 6939191"><p>OP, forget tweaking the Surprise rules. They don't need to be tweaked - Surprising enemies is very powerful and can completely decimate an encounter. If you accommodate your Surprise rules to help the Assassin, you will effectively empower the rest of the party with additional action economy and penalize enemies. </p><p></p><p>In addition, you run the risk of relegating the entire exploration task to the Rogue, which robs the players of the feeling they are doing anything more than acting as Monster Janitors.</p><p></p><p>Fix the problem - Assassinate is terrible. Its a terrible ability. The rest of the Assassin's abilities are also terrible (Spend a day to dress up like an NPC! Spend hours to fake writing! Oh boy!), but Assassinate being terrible just makes the whole class nonredeemable. Death Strike, if the poor, misguided soul actually manages to drag their sorry Assassin character across the 17th level threshold, basically requires a successful Assassinate for the Deathstrike to kick off as well, which means every ability in the entire Assassin's bag of tricks is just... the worst.</p><p></p><p></p><p>Fix Assassinate and it all becomes better. </p><p></p><p></p><p>Bonus Action, gives Advantage to one attack. If you already have Advantage, the hit becomes a Crit. You can use this ability again once you have completed a Long Rest. As a sidenote, have Deathstrike key off a successful Assassinate (instead of Surpirse) as well.</p><p></p><p>There you go - I turned a totally useless ability and subclass into one that is functionally now able to mix it up with the rest of the party without changing the entire experience, balance or mechanics of the game and without making them so ridiculously powerful that you need to ban them. Its more important to fix the thing that needs fixing rather than try to rebuild the entire game.</p></blockquote><p></p>
[QUOTE="Fast_Jimmy, post: 7354040, member: 6939191"] OP, forget tweaking the Surprise rules. They don't need to be tweaked - Surprising enemies is very powerful and can completely decimate an encounter. If you accommodate your Surprise rules to help the Assassin, you will effectively empower the rest of the party with additional action economy and penalize enemies. In addition, you run the risk of relegating the entire exploration task to the Rogue, which robs the players of the feeling they are doing anything more than acting as Monster Janitors. Fix the problem - Assassinate is terrible. Its a terrible ability. The rest of the Assassin's abilities are also terrible (Spend a day to dress up like an NPC! Spend hours to fake writing! Oh boy!), but Assassinate being terrible just makes the whole class nonredeemable. Death Strike, if the poor, misguided soul actually manages to drag their sorry Assassin character across the 17th level threshold, basically requires a successful Assassinate for the Deathstrike to kick off as well, which means every ability in the entire Assassin's bag of tricks is just... the worst. Fix Assassinate and it all becomes better. Bonus Action, gives Advantage to one attack. If you already have Advantage, the hit becomes a Crit. You can use this ability again once you have completed a Long Rest. As a sidenote, have Deathstrike key off a successful Assassinate (instead of Surpirse) as well. There you go - I turned a totally useless ability and subclass into one that is functionally now able to mix it up with the rest of the party without changing the entire experience, balance or mechanics of the game and without making them so ridiculously powerful that you need to ban them. Its more important to fix the thing that needs fixing rather than try to rebuild the entire game. [/QUOTE]
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