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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Low Damage, High HP ... How is this "Faster"?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4098630" data-attributes="member: 710"><p>This might not a be an idea for everyone, but... maybe rhe skill challenge mechanics should actually be used to set up an "assassination" attempt, instead of the normal combat rules. Basically, all the activities on an assassin have to do with figuring out how to attack his target in a safe manner. Which to me sounds like using a lot of skills (Streetwise/Gather Information, Spot, Stealth, Thievery, Bluff, Insight and similar stuff). </p><p></p><p>So an assassination is decided by a sequence of skill checks that get the Assassin in a position to strike. You could use the number of failures & successes to design the final encounter. A "flawless" assassination encounter would mean that at the end, the target lies dead on the floor and the assassin is gone. No attacks roll asked for.</p><p></p><p>A lesser success increases the chance of some enemy along the way noticing the Assassin, possibly leading to a combat-confrontation with the target (possibly still rigged in favor of the Assassin. In case of an NPC, the NPC might be treated more like a Minion, or is just badly equipped or otherwise in bad shape.). The Assassins retreat after the success will not go as easy as he hoped for. </p><p></p><p>A failed assassination encounter means the Assassin has trouble even before he ever can approach his target. Even now, he might still be able to escape the guards and get to his target, but it's really a brute force approach now, and his friends at the Assassin's guild will laugh about him... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4098630, member: 710"] This might not a be an idea for everyone, but... maybe rhe skill challenge mechanics should actually be used to set up an "assassination" attempt, instead of the normal combat rules. Basically, all the activities on an assassin have to do with figuring out how to attack his target in a safe manner. Which to me sounds like using a lot of skills (Streetwise/Gather Information, Spot, Stealth, Thievery, Bluff, Insight and similar stuff). So an assassination is decided by a sequence of skill checks that get the Assassin in a position to strike. You could use the number of failures & successes to design the final encounter. A "flawless" assassination encounter would mean that at the end, the target lies dead on the floor and the assassin is gone. No attacks roll asked for. A lesser success increases the chance of some enemy along the way noticing the Assassin, possibly leading to a combat-confrontation with the target (possibly still rigged in favor of the Assassin. In case of an NPC, the NPC might be treated more like a Minion, or is just badly equipped or otherwise in bad shape.). The Assassins retreat after the success will not go as easy as he hoped for. A failed assassination encounter means the Assassin has trouble even before he ever can approach his target. Even now, he might still be able to escape the guards and get to his target, but it's really a brute force approach now, and his friends at the Assassin's guild will laugh about him... ;) [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Low Damage, High HP ... How is this "Faster"?
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