Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
This is a bit of a two parter, as the Assassin suffers from poor power selection, ridiculous fragility and a terrible striking mechanic. The power selection issue I'm addressing here:
What I've done so far; let me know what you think:
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Why? Helps shore up the Assassin's staying power, and gives him a thematically appropriate boost to Reflex. There is precedent here as the Monk, another striker, also features such a bonus.
Hit Points & Surges:
Hit Points At 1st Level: 12 + Constitution Score Hit Points Per Level Gained: 5 Healing Surges per Day: 7 + Constitution Modifier
Why? Increased to standard striker levels to bring the Assassin's staying power up to par with other strikers. Surge count increased to Executioner levels.
Assassin's Shroud (changes in red):
Level 1: 1d6 damage per invoked shroud.
Level 11: 2d6
Level 21: 3d6
When you invoke your shrouds on the target, your shrouds each deal +1 extra damage for each shroud on the target beyond the first. This extra damage increases to +2 at level 11, and +3 at level 21.
Creatures you're hidden from aren't aware of your shrouds.
If your assassin's shroud target is reduced to 0 hit points or less, you can transfer all but one shroud from it to another creature you can see within a close burst 10 of the assassin's shroud target as a free action.
Why?
Improves the damage output of the striker feature to be competitive and scale competitively.
Rewards assassins who take the risk of stacking multiple shrouds proportionately.
Allows the Assassin to compound his shrouds while being stealthy without paying a feat tax (Hidden Insight).
Helps mitigate shroud wastage on badly damaged or prematurely killed enemies.
Shade Form (changes in red):
Shade Form - Assassin Feature You transform yourself into a being of shadow, becoming more difficult to notice and to harm. At-Will * Shadow
Minor Action - Personal Effect: You assume a shadowy form that lasts until you resolve an attack or until the end of your next turn. While Shade Form is active you gain the following characteristics:
You are insubstantial, have a fly speed equal to your move speed (hover, altitude limit 1) and can move through enemy spaces.
You gain vulnerable 5 radiant.
Being in or adjacent to a square of dim light or darkness satisfies the requirements of Shadow Step.
You can use Shadow Step to teleport into or adjacent to squares of dim light or darkness.
You can make Stealth checks to become hidden if you have any cover or concealment.
You can use cover granted by your allies both to become hidden and to remain hidden.
Sustain Minor: The form persists until the end of your next turn. Special: If you drop a creature to 0 or fewer hit points with an attack that invoked at least 3 of your shrouds, you gain 1 additional use of this power until the end of your next short or extended rest.
Why?
Thematic change that improves the in-combat impact of Shade Form which was lacking due to its exceptionally short 'real' or practical duration (dispelled the moment you attack).
Rewards the shroud invocation/stacking mechanic, and can help soften the blow of wasted shrouds if the target is badly damaged by the time they are invoked.
Improves Shade Form to be on par with the superior Black Flame Form alternate class feature power.
Shadow Step (changes in red):
Shadow Step - Assassin Feature You vanish into the shadow energy around one creature and then step out of it near another creature. At-Will * Shadow, Teleportation
Move Action - Personal
Requirement: You must be adjacent to a creature. Effect: You teleport 3 squares to a square adjacent to a different creature. If you would teleport to a square adjacent to your assassin's shroud target, you can teleport up to 1 extra square for each of your shrouds that target has on it.
Level 11: Teleport 4 squares.
Level 21: Teleport 5 squares. Special: If you drop your assassin's shroud target to 0 or fewer hit points with an attack that invoked at least 3 of your shrouds, you can use this power once this turn without meeting its requirements as a minor or immediate action, and can teleport up to 1 extra square for each shroud you invoked with that attack.
Why?
Thematic change that improves the in-combat impact of Shade Form which was lacking due to its exceptionally short 'real' or practical duration (dispelled the moment you attack).
Thematic change that allows the assassin to quickly reposition and engage the next target.
Rewards the shroud invocation/stacking mechanic, and can help soften the blow of wasted shrouds if the target is badly damaged by the time they can be invoked.
Improves the Assassin's ability to get within striking distance of a target with many shrouds, improving his range of opportunities to invoke them.
Overall not as necessary as the others, but there are definitely solid reasons for its implementation.
Okay, I like some of the things you've done here, but I really disagree with others.
Assassin's Shroud: Your static bonus on top of the dice seems superfluous and, if not superfluous, then certainly excessive. Under this given schema, at heroic:
Compare to a Rogue, which in four rounds, will have done:
4 x (2d6) = 8d6 (Avg: 28).
More In-Depth Mathiness:
Spoiler
Okay, so it looks like the shrouds measure up nicely; the issue, however, is that on a miss, the Assassin still does 16.5 damage on their attack, while the rogue deals nothing on any of their misses with their bonus damage. Assassins also get to use much bigger weapons (weird fluff aside). Lets compare, now, a Fullblade Assassin with a Dagger Rogue, at level 1. Each attacks for four rounds straight, the Assassin invokes on the last turn, the Rogue gets Sneak Attack on each attack. Assume they both have CA, and are attacking a level 2 monster (AC = 16).
Assassin: Attack Bonus = 4 (Dex) + 3 (Prof) + 2 (CA) = 9
Tot AVG DMG: 4*(0.65)*(11.5) + 4*(0.05)*(22.5), pre shrouds
Tot AVG DMG = 34.4
Rogue: As Assassin, but +1 Weapon Talent
Tot Avg DMG: 4*(0.7)*(13.5) + 4*(0.05)*(20), incl Sneak Attack
Tot Avg DMG = 41.8
Assassin's Shroud: (26)*0.65 = 16.9 (this does not even include the potential for the miss damage)
Final totals: Rogue: 41.8 vs. Assassin: 51.3
The Assassin, under your system, wins by approximately 2.375 DPR, which is significant at early levels. And that's not even considering the potential extra from that lovely Shroud miss damage. Now, this is a simple analysis, and each of these is only bare-bones hardly optimized. But I think you see my issue. I think the math only gets worse at epic.
Now, having read my massive spoiler of butchered math, I propose my alternative: Make each subsequent shroud deal a cumulative +1 damage. So:
At Paragon, increase all the statics by one (2, 2/3, 2/3/4) and at Epic, again by one (3, 3/4, 3/4/5). I would also recommend dropping that Epic figure to just 3d6 - this keeps it on par with Curse and Quarry as a base, and it is still getting rather nice static boosts for layering.
Now, onto the other mods. I like them, but again, I want the mods to encourage the layering mechanic. So, I would add the caveat "when you drop to 0 hitpoints or fewer an enemy with an attack that invoked two or more of your shrouds". I would also add the proviso that only your first kill that otherwise fulfills the prereqs counts for recharging Shade Form - I don't think every single kill should recharge it, its an encounter power for a reason.
Finally, I really like the changes you're making, and I think these mods to the features will be a great addition to the Assassin Class. Once they're finalized, I would certainly include them in my game. Sorry for the massive post.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
Last edited by Shadow_Elf : 03-24-2011 at 05:42 PM.
Nice analysis, you've got some good points. However you must keep in mind that the Rogue's Sneak Attack has both the advantage of flexibility (you don't have to commit to a single target), and the fact that it's all upfront damage. Up front damage is obviously more valuable than backloaded damage. If the assassin invokes before 4 shrouds, he gets penalized. These advantages are both worth some equivalent value of DPR. You furthermore also ignore the Rogue Backstabber feat, which is essentially a feat tax. To make it fair, let's assume the Assassin has Brutal Shroud though for +0.5 to the damage output of each shroud dice. So the new math:
Obviously, the Assassin's Shroud if anything needs to be made more robust!
So far the best fix I've come up with:
Increase Shroud damage to 1d8
Decrease Epic shroud damage dice to 3.
New Assassin Numbers: 55.7/75/141.4 (by tier, weapon dice factored) vs
49.8/71.2/124.6
While this is better than Rogue numbers at each tier, it should be.
Quote:
Now, onto the other mods. I like them, but again, I want the mods to encourage the layering mechanic. So, I would add the caveat "when you drop to 0 hitpoints or fewer an enemy with an attack that invoked two or more of your shrouds". I would also add the proviso that only your first kill that otherwise fulfills the prereqs counts for recharging Shade Form - I don't think every single kill should recharge it, its an encounter power for a reason.
Yes, Shade Form is an Encounter power, but its real/practical duration is also quite short since any attack interrupts it, hence recouping it on a kill. I'm not adverse to layering.
Quote:
Finally, I really like the changes you're making, and I think these mods to the features will be a great addition to the Assassin Class. Once they're finalized, I would certainly include them in my game. Sorry for the massive post.
It is worth noting that your mathematical analysis does not take into account each of the characters' respective weapons, though mine does - your calculations demonstrate solely the damage provided by the extra damage feature. However, for a Rogue to benefit from Weapon Talent, they need to limit themselves to a dagger (low damage) or a crossbow (no melee), both of which have serious downsides compared to the assassin; the assassin can not only use any weapon in theory, they can also use any weapon in practice - the flexibility of their Ki Focus allows this. Also of note that the Rogue requires Combat Advantage to get their damage, making them more reliant on allies.
And so, I will give you a level 11 vs. level 12 analysis, complete with which powers the pair are using and extra, static modifiers to their attacks. This is all using the math you are currently using for your shroud mechanic.
Attack Bonus: 6 DEX +3 Ench + 3 Prof + 1 Feat + 2 CA + 1 WT = +16
Damage Die: d4 (dagger), no other properties that infringe on dmg
Using Piercing Strike. 1d4+2d8+6 (dex) + 5(str) +2(feat) + 3(ench)
Brutal Scoundrel Build. With Backstabber.
50% chance hit. 5% chance crit. 45% chance miss.
DMG/4 rounds = 4*[0.5(27.5) + 0.05(46.5)]
= 64.3 damage/4 rounds
= 18.825 true DPR
Other considerations:
Layering Shrouds is a disadvantage
The Rogue needs Combat Advantage to get Sneak Attack for that turn
As you can see, with your current math, the Assassin beats the rogue by almost 4 true DPR. The Rogue is widely considered the best single-attack strike (i.e. it may not measure up to the twin strike cheese rangers, but for single attacks, it is king). The damage-focus feats even out; the assassin has Superior Weapon Prof (Fullblade) and the Rogue has Backstabber. Both have some manner of Expertise. The result, I think, is quite clear-cut. Your numbers are too high.
EDIT: Realized that I forgot that I was using Piercing Strike with the Rogue. The disparity is smaller, but still quite present.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
Last edited by Shadow_Elf : 03-24-2011 at 07:54 PM.
While yes, the Rogue requires CA, that is an insignificant hurdle compared to the Assassin's limitation that he needs 4 shrouds on the target or his DPR is significantly penalized; it is much more difficult to accelerate shroud placement than it is to get CA. Furthermore, the Assassin's damage is completely backloaded. This complete and total lack of flexibility/speed demands a significant premium.
By using a Rapier, the Rogue forfeits that key +1 Attack from Weapon Talent, though. I think it would be more fair to use numbers closer to what I suggested and make a homebrewed feat to make the Shroud's d6's into d8's (Getting rid of Brutal Shrouds, which is a worthless feat). I also don't think the backloading is as big an issue as you think - especially with free hidden insight and an easier to recharge Shade Form, an assassin can use Stealth quite readily to lay four shrouds on an opponent pre-battle, and then employ their many movement techniques to move in for a devastating opening blow to an encounter. An assassin can also make use of a much larger variety of weapons than a Rogue - a Longspear/Greatspear for reach, a ranged weapon, a two-hander like the Fullblade, a blade-and-buckler style for more defense, and they can have all of this on their person and merged into one enhancement, their Ki Focus. There are other balancing factors, here, and I am not convinced that, even with the disadvantage of backloading, an Assassin should heavily out-DPR a Rogue. They should roughly be at parity, assuming both are played smartly.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
By using a Rapier, the Rogue forfeits that key +1 Attack from Weapon Talent, though. I think it would be more fair to use numbers closer to what I suggested and make a homebrewed feat to make the Shroud's d6's into d8's (Getting rid of Brutal Shrouds, which is a worthless feat). I also don't think the backloading is as big an issue as you think - especially with free hidden insight and an easier to recharge Shade Form, an assassin can use Stealth quite readily to lay four shrouds on an opponent pre-battle, and then employ their many movement techniques to move in for a devastating opening blow to an encounter. An assassin can also make use of a much larger variety of weapons than a Rogue - a Longspear/Greatspear for reach, a ranged weapon, a two-hander like the Fullblade, a blade-and-buckler style for more defense, and they can have all of this on their person and merged into one enhancement, their Ki Focus. There are other balancing factors, here, and I am not convinced that, even with the disadvantage of backloading, an Assassin should heavily out-DPR a Rogue. They should roughly be at parity, assuming both are played smartly.
I didn't say an Assassin should heavily out-DPR a Rogue, I said they should possess a significant/meaningful DPR edge to compensate for the backloading and lack of flexibility (hard/impossible to recommit shrouds without losing DPR). Yes, you can sometimes prep and start off strong, but that's not always going to happen.
Furthermore, the 5% isn't huge (forgot to account for it though). With an equivalent hit rate, the differences are as follows:
Keep in mind this doesn't factor in the off-hand shenanigans/charge bonuses or minor action attacks melee Rogues enjoy, which expands the gap when it exists in the Rogue's favour, and probably more than eliminates any Assassin edge (which is actually very slight).
As for weapon diversity/flexibility, ranged rogues, particularly handcrossbow/sling (since the 1d8 Dark Sun Sling, and +3 prof/high crit bonus feat) Cunning Sneak Rogues can easily beat out the Assassin on flexibility and survivability while simultaneously out DPRing it. They also have the mobility and stealth to almost never get caught in melee in the vast majority of circumstances. CSRs are furthermore unparalleled at doing hit and run guerilla softening prior to a proper engagement.
Ki Focus is a trap btw; Assassins are almost always better off using a weapon enhancement (Spiderkissed, Frost, etc...), and taking a +1 Ki Focus like Rain of Hammers which has secondary elements that work nearly as well at +1 as they do at +6.
Some revision possibilities (relative to my existing fix):
1d8/2d8/3d8 per tier:
Spoiler
Advantage of this is that it improves the Assassin's Heroic tier performance.
Shade Form:
If you drop a non-minion creature to 0 or fewer hit points with an attack that invoked at least 2 of your shrouds, you gain 1 additional use of this power until your next short rest.
Shadow Step:
If you drop a creature to 0 or fewer hit points with an attack that invoked at least 2 of your shrouds, you can use this power as a free action without meeting the prerequisites. You can teleport up to 1 extra square for each shroud you invoked with that attack. Special: If you would teleport to a square adjacent to your assassin's shroud target, you can teleport up to 1 extra square for each of your shrouds that target has on it.
Note that the DPR edge is necessary to compensate for the fact that Shroud damage is both inflexible and backloaded, and is subject to tighter constraints than Sneak Attack (SA can be used again off turn).
Other Revisions:
Shade Form:
If you drop a non-minion creature to 0 or fewer hit points with an attack that invoked at least 2 of your shrouds, you gain 1 additional use of this power until your next short or extended rest.
Shadow Step:
If you drop a creature to 0 or fewer hit points with an attack that invoked at least 2 of your shrouds, you can use this power as a free action without meeting the prerequisites. You can teleport up to 1 extra square for each shroud you invoked with that attack. Special: If you would teleport to a square adjacent to your assassin's shroud target, you can teleport up to 1 extra square for each of your shrouds that target has on it.
This is to account for the growing number of shroud imposers that the assassin now has access to. These accelerate the effective rate at which the Assassin can impose shrouds, which skews previous DPR comparison models that the balance of the 1d8 shroud damage dice is based and contingent on.
Shade Form:
Shade Form effects have been added:
Quote:
Being in or adjacent to a square of dim light or darkness satisfies the requirements of Shadow Step.
You can use Shadow Step to teleport into or adjacent to squares of dim light or darkness.
Why?
Improves Shadow Step to be on more even footing with the new alternate (and more powerful) class feature encounter power Black Flame Form.
Shade Form's special clause has been revised (changes in bold):
Quote:
If you drop a creature to 0 or fewer hit points with an attack that invoked at least 3 of your shrouds, you gain one additional use of this power until the end of your next short or extended rest.
Why?
Accounts for the growing number of shroud applying powers and effects. This helps reduce the rate that the clause is triggered and additional uses are gained back to intended levels.
Shadow Step:
Special clause has been revised (changes in bold):
Quote:
Special: If you drop your assassin's shroud target to 0 or fewer hit points with an attack that invoked at least 3 of your shrouds, you can use this power once this turn without meeting its requirements as a minor or immediate action, and can teleport up to 1 extra square for each shroud you invoked with that attack.
Why?
Accounts for the growing number of shroud applying powers and effects. This helps reduce the rate that the clause is triggered back to intended levels.
The action usage of the special clause has been downgraded from a free action to a minor or immediate action in order to limit its action economy to something more acceptable.