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Re: Assassins Supplement
Posted: Fri Jan 29, 2021 12:07 pm
by cbarchuk
Here's an example of how I would do it. I simply took the supplement template and alter some things on it to fit the ideas I've mentioned. If that's an issue, just let me know and I'll remove it immediately.
Now I kept the Assassinate ability but I took the version from the Thug as its laid out in the Masters Set Black Book. You'll notice the ability requires surprise and the Assassin has an improved chance of achieving it. The Thug had a 1-3 chance. For my S&W version the chance is a 1-4. So either could be used. No hit roll is made. You simply roll a percentile dice, just like the thief skills, and that determines success or failure. Simple. The DM can adjudicate what can and what can't be killed outright.
Other things of note...
Assassin has an HD of 6 instead of 4. That is inline with 0e and 1e as Assassins are more martially-focused. This in turn means they are tougher than thieves but not as knowledgably at thievery. Makes sense.
Assassin skills are Poison, Disguise, and Assassinate.
Thief skills are Hide and Move Silently with improved starting values for both by 20%. Assassins should not be worse than thieves at stealth. That is ridiculous. Stealth is the Assassin's modus operandi. In addition they have Climb Walls with the same value as Thieves. Done.
You now have a more focused class with a different role that is distinct from the Thief as it should be in my humble opinion. If players complain about not having any thieving skills then tell them to play a Thief...lol. You can't have your cake and eat it too. Your job is to kill things by way of stealth and subterfuge so get in your lane. Just my two cents.
Re: Assassins Supplement
Posted: Sat Jan 30, 2021 12:45 pm
by Seven
I my campaign, poison that needs to be ingested is available.
It's mostly used to kill rats. However, it's a "controlled" substance.
Herbalist have also knowledge of things which are poisonous.
Again, those are things that needs to be eaten.
Poison to coat weapons is completely forbidden to possess.
I love assassins as NPCs. I don't really see them as viable PCs.
But that's just me.
I think that, back in the days, the reason nobody played them is that there was always a paladin around.
Re: Assassins Supplement
Posted: Sun Jan 31, 2021 5:03 pm
by cbarchuk
Seven wrote: ↑Sat Jan 30, 2021 12:45 pm
I my campaign, poison that needs to be ingested is available.
It's mostly used to kill rats. However, it's a "controlled" substance.
Herbalist have also knowledge of things which are poisonous.
Again, those are things that needs to be eaten.
Poison to coat weapons is completely forbidden to possess.
I love assassins as NPCs. I don't really see them as viable PCs.
But that's just me.
I think that, back in the days, the reason nobody played them is that there was always a paladin around.
I have a party now that features a Paladin and an Assassin. No issues thus far...lol. But the Assassin in the group is neutral not evil which is the same as The 0e Assassin in Blackmoor. For me personally its one of my favorite classes but I prefer the changes I made to it above.
Re: Assassins Supplement
Posted: Sun Jan 31, 2021 9:48 pm
by Dimirag
Cbarchuk: I recommend you to change the name of your file to avoid confusion with the Supplement on this post, and, if you want more feedback on your file, maybe moving it to a new post, as to not deviate the topic from one supplement to another.
Re: Assassins Supplement
Posted: Sun Jan 31, 2021 9:54 pm
by cbarchuk
Will do. Am I able to post it even though it's a modified version of the original?
Re: Assassins Supplement
Posted: Sun Jan 31, 2021 10:01 pm
by Dimirag
I think you can, I did the same for my Assassin supplement, just remember to keep the credits of the involved persons on the original file.
Re: Assassins Supplement
Posted: Sun Jan 31, 2021 10:21 pm
by cbarchuk
Will you look at it real quick as I removed the credits since I practically changed the whole thing.
Re: Assassins Supplement
Posted: Mon Feb 01, 2021 8:19 am
by chiisu81
Dimirag wrote: ↑Sun Jan 31, 2021 9:48 pm
Cbarchuk: I recommend you to change the name of your file to avoid confusion with the Supplement on this post, and, if you want more feedback on your file, maybe moving it to a new post, as to not deviate the topic from one supplement to another.
I've split the more recent discussion to its own topic.
Cbarchuk: with future revisions please be sure to add "-r[x+1]" to your filename, and update the attachment in the first post. Thanks!
Re: Alternate Assassin
Posted: Mon Feb 01, 2021 8:41 am
by cbarchuk
Will do. Thanks.
Re: Assassins Supplement
Posted: Mon Feb 01, 2021 11:29 am
by Dimirag
cbarchuk wrote: ↑Sun Jan 31, 2021 10:21 pm
Will you look at it real quick as I removed the credits since I practically changed the whole thing.
If nothing on the file is a direct copy (text, table, images) from another supplement or file (either from BFRPG or from magazines or other games rules or supplements) then you're the only one to credit, now, if you are coping or modifying other people work they must be credited, but, make sure the stuff you are using as a base or guidelines is open content.
Now, regarding the class:
Assassins must abide by the same weapon and armor restrictions as Thieves
Thieves don't have weapon restrictions
Poison: Some guidelines on creation and gathering times and ingredient amount could be useful.
Surprise: I would give them a +1 bonus instead of a chance, as its stand now they have the same chances as a well hidden and prepared character which may be takes as an assassin always being hidden and prepared or not gaining anything from preparing and ambush.
Assassinate: A table with the percentage value could be really helpful to speed mathematics during play and to keep the victim's HD undisclosed. I would go with a d20 table in the style of the Cleric vs. Undead one.
Another option if you like 3.x style rules is to do a d20+level vs 10+level.
Disguise: It need a little more description on what exactly the roll makes.
Abilities: Although it has 2 less skills, it has a higher value on most of them (at 1st level it hides and sneak like a 5th level Thief) and the overall amount of points is higher than that of a Thief, and ends up with really high scores. I would use the same amount of points that a thief of equal level here.