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General Tabletop Discussion
*Dungeons & Dragons
Split the Assassin from the Rogue back into its own class
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<blockquote data-quote="Shardstone" data-source="post: 8518724" data-attributes="member: 6807784"><p>I approve. Assassin guilds, the idea of taking life, and the context wherein you become one of these characters provides a rich narrative framework to operate. Creating a fantasy version of the Hitman, Ezio, Altair, and so on yields narratively and mechanically unique ideas fresh in their inspiration yet still welcome in the genre.</p><p></p><p>Make many of the subclasses magical assassins, with access to different schools of magic and tricks. Maybe have a Warlock Invocation-esque feature that is your Stable of Techniques, where you learn different packages of abilities, some containing spells, some containing new feats, proficiencies, abilities to do things with weapon, etc depending on the package. </p><p></p><p>Tie in these packages with the philosophical ideas that comes with being an assassin. Make them do the work of forcing the assassin into rich roleplay knots where they have to be delicate, clever, and cautious, all while maintaining an active energy. And in combat, turn them into glass cannons for the first round, and then they have a stable of tricks to finish the job over the next 2-3 rounds. Maybe if the first attempt to kill fails (which it usually does), the enemy is crippled or openings are made for your allies, or a suite of other effects, making them something like murderous warlords who give orders through their assassination attempts instead of by barking them out.</p><p></p><p>Give them a strong stable of ribbon features that ties them into the world. The disguise stuff, the actor feat, and probably more ability score improvements then casters (much like a rogue) to let them have a chance to dabble in more eclectic tools for their job.</p><p></p><p>Let them be able to transition their predatory talents into helping the party with social and exploration challenges. They can spot out the best place for an ambush, or watch someone that the party's face is talking to and examine if they're lying or hiding something — things only an assassin as a master-of-disguise could see.</p><p></p><p>Yeah, I think you could make a fun, compelling 5E-compatiable class from this.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 8518724, member: 6807784"] I approve. Assassin guilds, the idea of taking life, and the context wherein you become one of these characters provides a rich narrative framework to operate. Creating a fantasy version of the Hitman, Ezio, Altair, and so on yields narratively and mechanically unique ideas fresh in their inspiration yet still welcome in the genre. Make many of the subclasses magical assassins, with access to different schools of magic and tricks. Maybe have a Warlock Invocation-esque feature that is your Stable of Techniques, where you learn different packages of abilities, some containing spells, some containing new feats, proficiencies, abilities to do things with weapon, etc depending on the package. Tie in these packages with the philosophical ideas that comes with being an assassin. Make them do the work of forcing the assassin into rich roleplay knots where they have to be delicate, clever, and cautious, all while maintaining an active energy. And in combat, turn them into glass cannons for the first round, and then they have a stable of tricks to finish the job over the next 2-3 rounds. Maybe if the first attempt to kill fails (which it usually does), the enemy is crippled or openings are made for your allies, or a suite of other effects, making them something like murderous warlords who give orders through their assassination attempts instead of by barking them out. Give them a strong stable of ribbon features that ties them into the world. The disguise stuff, the actor feat, and probably more ability score improvements then casters (much like a rogue) to let them have a chance to dabble in more eclectic tools for their job. Let them be able to transition their predatory talents into helping the party with social and exploration challenges. They can spot out the best place for an ambush, or watch someone that the party's face is talking to and examine if they're lying or hiding something — things only an assassin as a master-of-disguise could see. Yeah, I think you could make a fun, compelling 5E-compatiable class from this. [/QUOTE]
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Split the Assassin from the Rogue back into its own class
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