Assassin's contracts topic

Feedback relating to the other areas of Arelith, also includes old topics.


Moderators: Active Admins, Active DMs, Forum Moderators

Post Reply
User avatar
Diegovog
Posts: 514
Joined: Fri Jan 20, 2017 7:23 pm

Assassin's contracts topic

Post by Diegovog »

The new content seems great. Very appreciated work for the guild!

I would like to suggest swapping the bluff in the belt for spot. In my opinion detecting and breaking the mark's disguise is more important than the perks of disguising one's self and infiltrating settlements and dangerous zones.

Another suggestion is to add an NPC that will give information about a mark (only people that are marked by the guild) depending on the assassin's rank. Upon paying 1k gold:
Clipper: The mark's gender
Contractor: The above + the mark's race
Liquidator: All of the above + where the mark has citizenship (cordor, myon, sharps, greyport, etc) with a line such as "Through great lengths the Guild has managed to gather this piece of information"
Master Assassin: All the information above + an actual scry as long as the mark is in C&P (maybe add another similar npc in the surface).

By only scrying marks it limits and centers its uses around the guild. Also, it adds another level of importance, assassins could gather information so low bounties have a degree of danger to them.
Sofawiel
Arelith Silver Supporter
Arelith Silver Supporter
Posts: 35
Joined: Tue Dec 18, 2018 6:09 pm

Re: Assassin's contracts topic

Post by Sofawiel »

I would not mind seeing one of the belt stat slots be customizable to be a bit more flexible for build variation. Other than that, very excited
User avatar
Dr. B
Posts: 910
Joined: Mon Jan 01, 2018 5:36 pm

Re: Assassin's contracts topic

Post by Dr. B »

Same here! It might be nice to have the option to choose a stat other than dex, as many assassins go strength based.

Love the update, though.
malcolm_mountainslayer
Posts: 1064
Joined: Thu May 16, 2019 5:08 am

Re: Assassin's contracts topic

Post by malcolm_mountainslayer »

So am I going to need a DM approval class to enjoy this content
User avatar
Dr. B
Posts: 910
Joined: Mon Jan 01, 2018 5:36 pm

Re: Assassin's contracts topic

Post by Dr. B »

Any sense of how long it will be before the contractor gets added to the module?
the grim yeeter
Posts: 330
Joined: Sun Dec 16, 2018 7:47 pm

Re: Assassin's contracts topic

Post by the grim yeeter »

Like the RH ring, the belt is way too powerful (lol, +4 stats and +2 uni, not even mentioning the skill boosts?), and as I and others have said before: giving specific factions/alignments (and classes/races) items that grant a high mechanical boost is not the answer. The beast belt and the RH ring were mistakes, and those aren't resolved by simply adding more of these items.
Sockss wrote: There is an overriding premise that all changes should be appreciated and welcomed because someone has taken time out for free to make them. [...] I don't believe volunteering should put your work above criticism [...] .
User avatar
msterswrdsmn
Posts: 1341
Joined: Tue Sep 09, 2014 6:33 pm

Re: Assassin's contracts topic

Post by msterswrdsmn »

Dr. B wrote: Fri Jan 03, 2020 2:15 am Any sense of how long it will be before the contractor gets added to the module?
Probably whenever the next reset it, whenever that happens.

For comparison in terms of how powerful the belt is, what are the stats on some of similar items, like the radiant heart ring or other belts already existing on the server?
User avatar
Artenides
Posts: 482
Joined: Mon May 30, 2016 9:19 pm
Location: UK

Re: Assassin's contracts topic

Post by Artenides »

We needed to fix some stuff on the server but I believe the npc will be added after reset.
--
Plays as: [No active char atm]
"I am a software developer and a DnD nerd. That means I am equally qualified to deal with bugs and bugbears!"
Apokriphos
Posts: 155
Joined: Tue Jul 30, 2019 4:14 pm

Re: Assassin's contracts topic

Post by Apokriphos »

I like the Arelith intent of requiring characters with different skillsets to work together to achieve something impactful and great. Whether this involves requiring characters with different crafting skills to work together, having tanking classes with guard watch over their less melee adept allies in battle, or having mages with epic spell focus divination & assassins hunt down their mark, the Arelith culture of collaboration really makes the world seem real. Each character having value and a unique role that a Jack of all trades character + npc cannot supercede is very important to that.

I believe NPC enforced class perks should not invalidate this character character cooperation, nor give ever more mechanical advantage unavailable to those not members of the npc faction.

Players, not NPCs, should be given more tools and reasons to interact. We as a community should also be looking for ways to foster more of it.
User avatar
ImWithThisGuy
Posts: 51
Joined: Fri Nov 09, 2018 3:34 am

Re: Assassin's contracts topic

Post by ImWithThisGuy »

I just have to start by saying how excited I am for the update, this is a step towards fixing many of the issues assassins have faced in the past, and that's great!

I assume the system would allow multiple assassins to work together in order to complete the contracts, (perhaps within a level-range, considering the contract scales with level), which the guild desperately needed. Previously there was rarely ever a reason to even think about other members; This update adds a minor infrastructure, as well as perhaps a way to bring assassins into the guild, help them work together, or at least give them a reason to meet.

In regards to the belt in specific, I feel that it is in a proper power level for intelligence based assassins. Sad as it is to say, most high intelligence assassins end up a fair bit weaker than other assassin variants (especially those with 20int+). That said, I believe adding modular slots on the belt would be too much by allowing stronger variants to get even stronger, when it isnt necesarry. Lookng at you, ranger/monk/assassin. Which leads me to another point..

My only gripe will be how any character can climb the whole ladder up to master assassin, despite having invested something as small as 5 levels and 14 int (both of which they had anyway). I would approve of some sort of limit on how one acheives the status.

For example; not allowing a character to take the master quest unless they have at least 9-10 assassin levels. This does double duty by preventing min-maxed builds from getting too powerful of items, and requiring a fair amount of investment for a relevant title.
Post Reply