I’m playing an Assassin and I’m wondering how you other guys are handling this class’s primary function: Assassination.
When I picture an assassin, they primarily kill from the shadows, quickly, quietly and secretly.
In game mechanics, we have made this a complicated skill test: Usually a Scout vs. Scout test (or something similar) for her to get into position, then a Fighter vs. Health test for the kill. If either test is failed, she gets caught and we figure out where to go from there (chase, kill, whatever.)
However, the problem with this is that it is extremely anti-climactic. It feels like a simple test. Like she’s picking a lock or something. I spend a level or two chasing down my mark, deciding if he really deserves to be assassinated, get him where I want him then…two skill checks and he’s dead…or not.
But, if we go the other way, it becomes a regular Kill conflict, which doesn’t feel like assassination, but just fighting and killing.
I thought about coming up with an Assassination conflict, but that would likely leave the rest of the party out.
I discussed this during our last session (the Winter session where we discussed the last several adventures). Right now we’re thinking that my assassin might incorporate her companions into the assassination, making it a more complicated set of tests involving most, if not all, of the party. It might even work into a conflict, depending on the situation.
I was just wondering how you other guys are handling this. Any thoughts?