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Rule of Three 3/11/11

ppaladin123

Adventurer
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Rule-of-Three: 04/11/2011)

Hints of a shadow leader class.

Also, why exactly can't they just issue errata for original assassin to make shrouds behave as the author ( @mearls ) suggested? It's not like they don't have to power to do this in the typical monthly updates.

It's little things like this, or finally providing the battlemind with a decent con-based MBA, or letting fans know what is to become of the seeker or the runepriest, or finally updating the old hit scaling on racial powers...simple little patches or notes that take minor effort, that can assuage the fears of people who feel like the pre-essentials material is being left to wither.
 
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I would really love to see the playtests that convinced them that the shade's ability was "powerful."

Of all the Rules of 3 thus far, this one smells like a heaping pile of BS. Shades are awful. The Executioner is bland AND reprinted. I'd LOVE to see them answer that in Ro3 (and I like that they don't even wear egg on their face with the Ossassin being even more terrible than the Executioner).

HoS was WotC shot to turn it around.
 

This rule of three was pretty unsatisfying to me. Question 1 has something that just make me go "Well, why don't you just errata it then?":

The biggest issue I see is that the assassin&#8217s target sometimes ends up dead before he or she can take advantage of the shrouds. To get around this, I&#8217d make the shrouds independent of the target. The assassin would build them up, and then use them on whichever target he or she wanted. That&#8217s just off the top of my head, but I think it would make the class smoother in play.
Yes, that would be rather logical and help a class that severely struggles. Why don't you do that?
Balancing the loss of a healing surge is a tricky matter. It&#8217s sort of like taking out a loan without any promise that you&#8217ll have to repay it. When we balance something like this, we have to look at the race&#8217s role in the game session as a whole. We can&#8217t just look at combat, as healing surges are a strategic resource.

With that in mind, the shade&#8217s racial ability is a powerful tool. A shade traveling in the middle of a group is effectively invisible. At night, a shade can evade detection with ease. While the racial ability&#8217s standard action cost makes it a suboptimal choice in many combat situations, outside of a fight its at-will usage makes it a powerful, versatile tool. In addition, a smart shade can begin most combats hidden.
I have to call this out as a pure and utter load of complete twaddle. It definitely tells me the designers don't play their own game, because hiding outside of combat is trivial to achieve in all but the most ridiculously metagamed scenarios possible. At night, anyone can evade detection with ease due to the fact anyone trained in stealth will have the total concealment (or just concealment if hiding out of LoS) to maintain stealth. The shade has no inherent bonus here anywhere from the racial, it frankly contributes absolutely nothing. In the case where you have enemies that can see through darkness, like Darkvision or Low-Light vision it's irrelevant either way. The shade cannot hide any better as these creatures will still pick him out (as the shade - or anyone else actually - won't have concealment/total concealment against these creatures so they see him).

The quite frank point here is that anyone trained in stealth playing smart can do the exact same thing. When it won't work the shade is going to be absolutely no better off whatsoever. Where it isn't going to do the stealthing character any good, such as running into enemies using tremorsense like umber hulks and spiders, guess what? The shade is going to be in just as much poo.

With regard to hiding in allies, this is laughable again because if you're hiding behind your allies to hide - who are inherently not hiding themselves - what on earth are the guards thinking? Oh there is an odd group of people walking in a strange formation coming towards us, this isn't unusual in any manner whatsoever. On the other hand a warlock can hide in broad daylight, without needing allies to give him cover and hence look maximally suspicious as well. This is because he can maintain concealment by moving 3 squares with a simple class feature.

This just confirms to me the entire thing was immensely poorly designed. There is some strange interpretation of their own stealth rules going on here - or some weird assumption that there are town guards on every single corner, rooftop and inside every doorway making achieving stealth out of sight impossible. That isn't an assumption I can say any game I've ever run - even ones in monster infested ruins like the old Myth Drannor - have ever made.

I really have to wonder what sort of assumptions the designers think stealth works under - because it is very clearly not the rules in the RC if the shades power gives any benefit.
 
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Most interesting part of this article: more than half of the previous poll's respondents want long adventures, either "sandbox" or "railroad". The majority of respondents prefer long adventures over short ones.
 

Most interesting part of this article: more than half of the previous poll's respondents want long adventures, either "sandbox" or "railroad". The majority of respondents prefer long adventures over short ones.
Given how much derision 3-4 encounter long dungeon tile "Delves" published in Dungeon get, it is hardly surprising to me to see that result. The best adventures in Dungeon - well those people seem to praise most - are all pretty substantial.

Personally, I would rather know what the logic behind bringing racial negatives back at all was about in the first place.
 

Also, why exactly can't they just issue errata for original assassin to make shrouds behave as the author ( @mearls ) suggested? It's not like they don't have to power to do this in the typical monthly updates.
It's no a 'as intended' issue. There are plenty of powers and feats and such that refer to your 'shroud target' that would no longer work. It would be a fairly significant change/fix.
 

Make it so that you apply the shrouds to the enemy after you build them up and decide to use them. You can even keep the same mechanics once you apply them to an enemy they have now and all those feats still work. Even better, you can get them back if the enemy dies prematurely and apply them to a new target. So you don't have the risk of the current "My target dies and I waste 3 rounds of my striker feature" problem.

There are lots of sensible ways around this.
 

It's no a 'as intended' issue. There are plenty of powers and feats and such that refer to your 'shroud target' that would no longer work. It would be a fairly significant change/fix.


Just add the following lines to the assassin's shroud power:

"Once per turn, as a free action you may move your assassin's shrouds to another enemy. That enemy becomes your assassin's shroud target.

Special: Once per round when the target of your assassin's shroud dies, you can, as an immediate reaction, move any unused shrouds to another enemy within X squares."


There are already and item and a feat that that do this:

"Scavenger Bird Ki Focus"

Power (At-Will): Free Action. Trigger: You hit an enemy. Effect: You move all your shrouds on the enemy you hit to another enemy within 10 squares of you (up to the maximum number of shrouds allowed).
and:

Feat (revenant):

Death Wastes Nothing:

When you use dark reaping, you can move any shrouds upon the triggering creature to one enemy within 10 squares of the triggering creature.
(You use dark reaping as an immediate reaction when an enemy dies. Pretty much every race should have this option).
 
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Just add the following lines to the assassin's shroud power:

"Once per turn, as a free action you may move your assassin's shrouds to another enemy. That enemy becomes your assassin's shroud target.

Special: Once per round when the target of your assassin's shroud dies, you can, as an immediate reaction, move any unused shrouds to another enemy within X squares."
Why as an immediate reaction? Just make it a free action. Making it an immediate reaction is a pretty big cost (especially at higher tiers, when the assassin arguably struggles the most) for something that the assassin really shouldn't be losing in the first place at all.
 

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