I can see a Rogue with a pair of Polycurse Daggers or Epic Midnight Greetings being quite happy with things as they stand. Unfortunately, that leads to even more severe cookie-cutter-WoWness than allowing you to go with Short Swords or Rapiers (unless you've got better items of another type).
That said, I like your suggestion of allowing one to choose when selecting the enhancement (and resetting enhancements thus allowing you to choose again).
Give a man a fish, and he demands two more tomorrow.
Teach a man to fish, and he'll leave to find somebody who'll just give him a fish.
Beat him unconscious with the fish, and it's comedy.
Give Dex to damage for all finessable weapons.
Include things like the tier 5 abilities that enhance daggers and kukris. 1d4, 15-20/x3 is a pretty awesome profile for a weapon--the base damage sucks, but that is fairly irrelevant when you're accounting for crit power. Then you can have people using, saying, Balizarde, if they like that, or Midnight's Greetings, where both are worthwhile, and you aren't tied to one or the other.
The PrE should encourage dagger and kukri use (I'm not necessarily of this opinion anyway), not demand it. Dex to damage for daggers and kukris only demands you use those if you want to be a Dex build Assassin. Going finesse with rapiers and shortswords ends up being worse, in many situations, and would leave you feeling like you should have just gone Str.
Another way to encourage the use of these weapons would be to add minor bonuses on some of the abilities in the tree. Say, +1[W] on the activated attacks when wielding a dagger or kukri, or targets hit with Bleed Them Out also take an additional 1 Con damage per hit with daggers and kukris. It's not something central to your build decisions, gives you some incentive to use the weapons, but you don't necessarily feel like you're missing out if you don't.
With the encouragement style, we would end up with Str-based Assassins that use either khopeshes or rapiers and shortswords, Dex-based Assassins that use rapiers and shortswords, and Dex-based Assassins that use daggers or kukris, instead of Str-based and Dex-based that use daggers or kukris. We currently have only a few class/PrEs/destinies that force players into using a specific weapon: Kensei, Acrobat and Monk are the biggies, while Favored Soul strongly encourages usage of a particular weapon, as do elves, drow and dwarves, and Legendary Dreadnought, Shiradi Champion and Fatesinger strongly push you into using a particular group of weapons. Otherwise, the game is pretty open in that regard as it should be. We don't need more things that strongly push us into using specific weapons.
Additionally, this should probably auto-grant Improved Critical (or offer it as an enhancement) for daggers and kukris specifically, to make swapping between them reasonable. Maybe the Critical Accuracy line could also grant these abilities as carriers. That would be an example of encouragement--you can save a feat by using daggers and kukris and gain some flexibility.
Last edited by sephiroth1084; 10-21-2012 at 01:06 AM.
Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind
If I choose to make a halfling bard with racial assassin, I had better be able to land assassinate with a character-level-based DC. Otherwise, NO ONE will take the racial enhancement as it'd be useless.
Rogue levels will always provide some indispensable abilities that people will not ignore, and though we might see a fair few halfling assassins that aren't rogues running around (compare: cleric/monks and druid/monks), we'll still see a majority of rogue assassins.
This is a question of flexibility and creativity, not of invalidating a class.
The changes look good overall.
but... I will still go strength over dex.
Rogues still are going to have the same issues against anything that avoids sneak attacks (undead etc)
(pierce + slash aren't great against undead either.)
I am not saying they should make sneak attacks work on those. That is just the way it is for a rogue.
It seems to me if you want to solo effectively or be useful against undead you are still going to have to go strength.
I ran church and the cult for favor on my lvl 20 weapon finesse assassin and two zombies nearly killed me. lol
banging away with my disruption weapons waiting for a 20 is painful.
There is this:
Assassin's Trick (10 AP, Rog 6) Activate: Target intelligent opponent loses 25% Fort and immunity to Sneak Attack for 12 seconds if the target fails a Will save (DC 10 + Rogue Level + Int Modifier)
But undead are not intelligent? Some are such as vampire. Anyone tested this?
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