hong said:Ah. Yes, you're right; the new system is meant to discourage instakills, and rightly so. Still, I think you can support the idea of a character who deals large gobs of damage in concentrated chunks, without going all the way to that extreme. Typically spike damage is achieved at the cost of sustained DPS, so you could have, for example, someone who gives up their action(s) for 1 round to deal extra damage in the next round. The idea is similar to aiming to hit a critical point, or sizing up the target.
A fine idea, but again it comes down to the fact that the assassin archetype (which is 1 shot one kill) clashes with the notion that a party wants to have a chance to defend against encounters.
For example, let's say the assassin has an ability where he can add +2d6 damage to an attack if he studies a person for one round. Now he will certain do more damage on that surprise attack, but he is unlikely to kill any pcs with that.
Now what if we make it +5d6 damage. Now he has a very nice chance of taking out a player in one hit, but the player had no chance to defend, and if probably feeling a bit pissed off.
If we say the assassin should be taking out players in 2 hits, then that's simply an upgrade of the "striker" concept we've already seen in 4e.
Now we could go with another 4e idea, and use per day abilities to represent the surprise assault of the assassin. But then this clashes with the idea that a 4e characters power level shouldn't swing too much based on per day abilities. If the assassin is based a chump striker when he's per day abilities are gone, then it just encourages the party to heal more. For an npc, per day management doesn't matter...which makes npc assassin's all the more dangerous for PCs.