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Switch to Forum Live View Building the Next Assassin
5 months ago  ::  Feb 06, 2013 - 9:45PM #61
Youngy
Date Joined: Aug 10, 2010
Posts: 265
Just to stick a spanner in the works, I'm going to put something else out there. What if we took this 'shadow' assassin and gave it some other styles as well.

Why not also include a Fey 'Beguiler' magical assassin with some big Fey overtones?

Why not also include an Infernal 'Hellfire' magical assassin with lots of Fire - a lot more of a front on assassin?      
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5 months ago  ::  Feb 06, 2013 - 10:31PM #62
greatfrito
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Date Joined: Jun 27, 2004
Posts: 8,293
Personally, once you get a core to the class in place, variations, variants, "sub classes", and distinct options-within-the-class (like Cleric Domains, Rogue Schemes, and Wizard Traditions [and hopefully Fighter Styles]) would be welcome additions.
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5 months ago  ::  Feb 07, 2013 - 5:39AM #63
powerroleplayer
Date Joined: Sep 25, 2009
Posts: 805
I've thought about it a little more, and I think there's actually quite a lot of room for subclasses like Youngy suggested.

It seems to me that the core of the class would be the strategic, rhythmic combat that comes from having bonuses to lone and debilitated targets and powers that take an action but let you get targets alone and debilitated.  There are then a variety of different ways to make those powers, including non-magical ones, which could be linked together akin to rogue schemes and cleric domains (or mixed and matched by those lookimg for more customization).  A nightmare scheme would terrorize his foes into scattering and paralyze them with fear; a shadow scheme would use invisibility to get to lone targets and pin them with their own shadows made solid; a poison scheme would use paralytics to debilitate and poison gas to separate; an infernal theme would use rings of fire to separate and excrutiating pain to debilitate; a gadgeteer would use smoke bombs to separate and bolas to debilitate... etc.  Each of those options suggest some fairly obvious out of combat utilities too.

The hard part would be linking the resource management system.  Daily with recharges for killing your target works great for the supernatural abilities, but not so much for the mundane ones.  I suppose you could have separate daily resource pools (you set up your gadgets/mix your poisons during a long rest) each with a maximum size equal to the number of powers that use it, and then the supernatural ones you regain a point whenever you kill someone and the mundanes you regain a point during every short rest (you reset a gadget or mix up a potion during down time), but that still rewards taking both so you double your recharge rate.  Maybe if regaining that point upon death requires to you spend a short rest meditating over the body/performing a ritual to dedicate the murder to your patron/flavor as you like, you could then not be able to spend that short rest mixing a poison.  Then the supernaturals would have the disadvantage that if they failed to kill anyone before a short rest, they wouldn't get any power back, but if they killed multiple targets they would get multiple points.  But then the temptation is to just take two short rests, although I suppose we could rely on DMs to quash that.  
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