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Non-good assassin
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<blockquote data-quote="Painfully" data-source="post: 482669" data-attributes="member: 601"><p>If you got newbs in the group, I would suggest you stick with the PHB, and prohibit the assassin class. I see them as much more like loners and not likely to travel around with an adventuring group.</p><p></p><p>The conflicts that come up when having both good and evil PCs in a group aren't worth the hassle.</p><p></p><p>On a side note though, I developed a pseudo-prestige class that was based partially on the paladin class and rogue/assassin classes. I developed them into a Lawful Neutral organization with a loose heirarchy based on military type ranks. They kill only to protect a particular artifact of a LG deity, but they dont mind being sneaky about it.</p><p></p><p>I think if you develop a substantial theme, background story, or sound reasoning for an assassin to exist, then it should be perfectly fine. But if you can't substantiate a real reason that an assassin would travel with other adventurers it can break the believability and cohesiveness of the group very easily.</p><p></p><p>Make the player do his own homework and come up with a believeable background that integrates his role in the group, and if the group agrees, then by all means let it happen. </p><p></p><p>The worst thing you can do is let one player "sneak into" the group as an assassin while the group thinks he is some other class, and then when something goes wrong later on, he turns on the party.</p><p></p><p>That kind of playing is a gamebreaker IMO, and I would never allow it--it puts one player's fun ahead of that of the group, and that is always a bad idea.</p></blockquote><p></p>
[QUOTE="Painfully, post: 482669, member: 601"] If you got newbs in the group, I would suggest you stick with the PHB, and prohibit the assassin class. I see them as much more like loners and not likely to travel around with an adventuring group. The conflicts that come up when having both good and evil PCs in a group aren't worth the hassle. On a side note though, I developed a pseudo-prestige class that was based partially on the paladin class and rogue/assassin classes. I developed them into a Lawful Neutral organization with a loose heirarchy based on military type ranks. They kill only to protect a particular artifact of a LG deity, but they dont mind being sneaky about it. I think if you develop a substantial theme, background story, or sound reasoning for an assassin to exist, then it should be perfectly fine. But if you can't substantiate a real reason that an assassin would travel with other adventurers it can break the believability and cohesiveness of the group very easily. Make the player do his own homework and come up with a believeable background that integrates his role in the group, and if the group agrees, then by all means let it happen. The worst thing you can do is let one player "sneak into" the group as an assassin while the group thinks he is some other class, and then when something goes wrong later on, he turns on the party. That kind of playing is a gamebreaker IMO, and I would never allow it--it puts one player's fun ahead of that of the group, and that is always a bad idea. [/QUOTE]
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