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Why an Assassins hand book?
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<blockquote data-quote="Pramas" data-source="post: 306147" data-attributes="member: 995"><p>Allow to respond to several posts at once. </p><p></p><p>1) As for why we did this class, the answer is pretty simple: to bring a core assassin class back into the game. One of the design goals of 3E was to include every class you may have played in any edition of the game. The assassin was there, but not as the core class it was in 1E. And generally, the Master Class series is about creating new core classes with support material of various types.</p><p></p><p>2) Over half the book is a presentation of two assassin societies, the Vultur and Sirat. They can be dropped into any campaign world and can be used by GMs or players. I bring this up because little mention of them has been made and they are an important part of "what you get." This does mean there is less crunchy material than there was in the Shaman's Handbook, but we thought the groups were too cool to cut down in size.</p><p></p><p>3) In both Secret College of Necromancy and the Assassin's Handbook, Wolf Baur did the mechanics stuff and Zeb Cook did the organizations. FYI.</p><p></p><p>4) Yes, the classes in SCoN are more powerful than the PH classes. The design conceit of that book was "let's create some great villains." As we say in the book itself, it really is a GMs' book and yes, we recognize that it's not for everyone. I'm not sure if we'll do something like that again (sort depends on the feedback we get; at least I know where Psion stands!).</p><p></p><p>5) Psion, I gave Joe a review copy of Book of the Righteous at GenCon. I'm afraid the rest of the review copies won't go out for several weeks, since we sold out of the advanced shipment we received for GenCon. The book looks terrific and the GenCon response was phenomenal.</p></blockquote><p></p>
[QUOTE="Pramas, post: 306147, member: 995"] Allow to respond to several posts at once. 1) As for why we did this class, the answer is pretty simple: to bring a core assassin class back into the game. One of the design goals of 3E was to include every class you may have played in any edition of the game. The assassin was there, but not as the core class it was in 1E. And generally, the Master Class series is about creating new core classes with support material of various types. 2) Over half the book is a presentation of two assassin societies, the Vultur and Sirat. They can be dropped into any campaign world and can be used by GMs or players. I bring this up because little mention of them has been made and they are an important part of "what you get." This does mean there is less crunchy material than there was in the Shaman's Handbook, but we thought the groups were too cool to cut down in size. 3) In both Secret College of Necromancy and the Assassin's Handbook, Wolf Baur did the mechanics stuff and Zeb Cook did the organizations. FYI. 4) Yes, the classes in SCoN are more powerful than the PH classes. The design conceit of that book was "let's create some great villains." As we say in the book itself, it really is a GMs' book and yes, we recognize that it's not for everyone. I'm not sure if we'll do something like that again (sort depends on the feedback we get; at least I know where Psion stands!). 5) Psion, I gave Joe a review copy of Book of the Righteous at GenCon. I'm afraid the rest of the review copies won't go out for several weeks, since we sold out of the advanced shipment we received for GenCon. The book looks terrific and the GenCon response was phenomenal. [/QUOTE]
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Why an Assassins hand book?
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