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How do you handle Rogue (Assassins)?
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<blockquote data-quote="cooperjer" data-source="post: 7354423" data-attributes="member: 6862150"><p>With respect to 4 times per short or long rest the group I have doesn't take short rests but maybe once per 8 hour day. This depends on how comfortable they feel in the dungeon and what benefits are gained by the classes in play. In addition, the combats I've been running usually last between 5 and 7 rounds from level 5 to level 10. Therefore, in actual use, in my game the character went through about 25 to 30 rounds of combat or 4 - 6 encounters per day and they might have one short rest. Keep in mind these numbers are from my memory in a game about 9 months ago.</p><p></p><p>Giving the assassin character the ability to use their feature and not tie it to surprise was critical to making the feature versatile enough to work well in a dungeon. This particular dungeon was Thunderspire Labyrinth converted to 5e. I recall the character did scout ahead in some cases, but then setup a position and allowed the barbarian and paladin to enter the room and draw the initial combat. Then the assassin struck from her hiding position.</p><p></p><p>One of the interpretations of surprise I felt was the relative perception of the NPC. If the assassin bolts down the hall after taking a shot or after taking damage what does the NPC perceive? Would the NPC think the character is running because they are outmatched/out numbered or would the NPC think the assassin is pulling back to a more strategic position? One of these two leads the NPC to think the assassin is no longer a threat. I feel that if the NPC does not consider the assassin character a threat, then an attack from the assassin is considered a surprise. Part of the performance of the assassin character in combat could deceive NPCs in to thinking the character is not a threat and thus trigger the assassin feature in the class. These are how I logically explained the assassin in my game gaining so many assassinate attacks in a combat.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7354423, member: 6862150"] With respect to 4 times per short or long rest the group I have doesn't take short rests but maybe once per 8 hour day. This depends on how comfortable they feel in the dungeon and what benefits are gained by the classes in play. In addition, the combats I've been running usually last between 5 and 7 rounds from level 5 to level 10. Therefore, in actual use, in my game the character went through about 25 to 30 rounds of combat or 4 - 6 encounters per day and they might have one short rest. Keep in mind these numbers are from my memory in a game about 9 months ago. Giving the assassin character the ability to use their feature and not tie it to surprise was critical to making the feature versatile enough to work well in a dungeon. This particular dungeon was Thunderspire Labyrinth converted to 5e. I recall the character did scout ahead in some cases, but then setup a position and allowed the barbarian and paladin to enter the room and draw the initial combat. Then the assassin struck from her hiding position. One of the interpretations of surprise I felt was the relative perception of the NPC. If the assassin bolts down the hall after taking a shot or after taking damage what does the NPC perceive? Would the NPC think the character is running because they are outmatched/out numbered or would the NPC think the assassin is pulling back to a more strategic position? One of these two leads the NPC to think the assassin is no longer a threat. I feel that if the NPC does not consider the assassin character a threat, then an attack from the assassin is considered a surprise. Part of the performance of the assassin character in combat could deceive NPCs in to thinking the character is not a threat and thus trigger the assassin feature in the class. These are how I logically explained the assassin in my game gaining so many assassinate attacks in a combat. [/QUOTE]
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