GraveDev
Villager
I have been working on a TTRPG of my own (who hasn't?), and one interesting hurdle I bumped into was how to make the rules facilitate a satisfying assassin playstyle. That is, for a character to be able to sneak up on a creature and swiftly and silently take them out in a single, well-prepared moment.
Sure, you can simply have a rogue/assassin character deal a decent amount of damage in a single hit (a-la D&D5e sneak attack), but the amount of bonus damage is typically not enough to kill a guard in a single hit, and that seems necessary for balance reasons. Since the damage is not enough to take them out instantly, they can then call for help and your assault feels less like an assassination attempt and more like a decent opener for a combat encounter you were hoping to avoid entirely.
Does anyone have any experience with instakill rules from other TTRPGs? Did they allow assassin-type PCs to really feel like assassins, or did the instakills feel cheesy and unbalanced? Are instakill rules even wise to have in TTRPGs, or are they too prone to being abused?
Sure, you can simply have a rogue/assassin character deal a decent amount of damage in a single hit (a-la D&D5e sneak attack), but the amount of bonus damage is typically not enough to kill a guard in a single hit, and that seems necessary for balance reasons. Since the damage is not enough to take them out instantly, they can then call for help and your assault feels less like an assassination attempt and more like a decent opener for a combat encounter you were hoping to avoid entirely.
Does anyone have any experience with instakill rules from other TTRPGs? Did they allow assassin-type PCs to really feel like assassins, or did the instakills feel cheesy and unbalanced? Are instakill rules even wise to have in TTRPGs, or are they too prone to being abused?






