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General Tabletop Discussion
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New Classes for 5e. Is anything missing?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8522530" data-attributes="member: 6704184"><p>Yeah one thing I realized while developing the assassin was that I had made shrouds too small a feature. So I got into the weeds on the math of a rogue and a Wizard, both doing just single target damage, and figured out the number of rounds it takes a rogue to do the same damage a Wizard can do before running out of spell slots, and then used that math to figure out how much damage I could put on a 1/level short rest recharge resource. Now you put 1 shroud on a target to mark them, gain crits on a 19 against them, and you can spend the shroud when you hit to deal roughly (half level round down)d10 extra damage. </p><p> </p><p>Now the Wizard has subclass features, spells that are more powerful than single target damage of the same spell level, and arcane recovery, and the rogue had a bunch of stuff, so obviously there is room for more, so I also gave them “when you reduce an enemy to hp equal to your assassin level or lower, you can drop them to 0hp instead” and a specialized tool feature that gives one of;</p><p> </p><ul> <li data-xf-list-type="ul">Hidden weapon and tinkers tools</li> <li data-xf-list-type="ul">Special poisons and poisoners kit</li> <li data-xf-list-type="ul">Special disguises with papers and such and disguise kit </li> </ul><p>And “shadow moves” which lets them do certain things as a bonus action or in place of one attack as part of the attack action.</p><p></p><p>The rest of the class supports all that. When I played out their combat round, it’s on par with the better classes, but not with the most highly optimized builds, and they do a few things no one else can.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8522530, member: 6704184"] Yeah one thing I realized while developing the assassin was that I had made shrouds too small a feature. So I got into the weeds on the math of a rogue and a Wizard, both doing just single target damage, and figured out the number of rounds it takes a rogue to do the same damage a Wizard can do before running out of spell slots, and then used that math to figure out how much damage I could put on a 1/level short rest recharge resource. Now you put 1 shroud on a target to mark them, gain crits on a 19 against them, and you can spend the shroud when you hit to deal roughly (half level round down)d10 extra damage. Now the Wizard has subclass features, spells that are more powerful than single target damage of the same spell level, and arcane recovery, and the rogue had a bunch of stuff, so obviously there is room for more, so I also gave them “when you reduce an enemy to hp equal to your assassin level or lower, you can drop them to 0hp instead” and a specialized tool feature that gives one of; [LIST] [*]Hidden weapon and tinkers tools [*]Special poisons and poisoners kit [*]Special disguises with papers and such and disguise kit [/LIST] And “shadow moves” which lets them do certain things as a bonus action or in place of one attack as part of the attack action. The rest of the class supports all that. When I played out their combat round, it’s on par with the better classes, but not with the most highly optimized builds, and they do a few things no one else can. [/QUOTE]
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