Malrex
So ... slow work day? Every day?
I heard a plea.....that not much was being discussed on the forums anymore...paladins have been beaten to death, so lets talk about assassins!!
Despite the clickbait title, I don't like the assassin class much. I like the flavor of it--its been fun for me to get some intrigue going in the City of Vermilion and utilizing an Assassin Guild as a tool (and fleshing out a Assassin hideout 'dungeon'), but as a character, I don't see them fitting in too well in an adventuring party.
I think the class could work well in a city campaign (if others played thieves, assassins, or something fitting), but the assassination table needs some work or perhaps I dont understand it (or remember it too well). Giving a class a chance to outright kill another seems a little much--maybe someone can explain it better to me.
So does anyone have any homebrew rules they have used for assassins? A way to 'fix' them? Or do we have some who will defend the class and tell us what's up?
I definitely want the class to work in City of Vermilion and thought about doing some homebrew ideas to include in it, but I havent sat down and playtested or thought up new ideas for it yet. I'm leaning toward making them have some alchemist traits for different type of poison, oils an
Also...don't get me started on the monk...I dont think they really fit in a dungeon group either--although, they are excellent in city adventures as I'm finding out with a player doing well during playtesting.
Despite the clickbait title, I don't like the assassin class much. I like the flavor of it--its been fun for me to get some intrigue going in the City of Vermilion and utilizing an Assassin Guild as a tool (and fleshing out a Assassin hideout 'dungeon'), but as a character, I don't see them fitting in too well in an adventuring party.
I think the class could work well in a city campaign (if others played thieves, assassins, or something fitting), but the assassination table needs some work or perhaps I dont understand it (or remember it too well). Giving a class a chance to outright kill another seems a little much--maybe someone can explain it better to me.
So does anyone have any homebrew rules they have used for assassins? A way to 'fix' them? Or do we have some who will defend the class and tell us what's up?
I definitely want the class to work in City of Vermilion and thought about doing some homebrew ideas to include in it, but I havent sat down and playtested or thought up new ideas for it yet. I'm leaning toward making them have some alchemist traits for different type of poison, oils an
Also...don't get me started on the monk...I dont think they really fit in a dungeon group either--although, they are excellent in city adventures as I'm finding out with a player doing well during playtesting.