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Brian Renninger's avatar

Two points. In AD&D the assassin also has the ability to act as a spy. A skill the thief lacks. So for detailed casing of a joint, the thief and the assassin must work together. The second is that the assassination ability is not quite exclusive to the assassin. An assassin must surprise an opponent to use the assasinate skill. For everyone else, an otherwise helpless opponent allows an assassination attempt. So that "Rogue" that Thief whose backstab doesn't keep up with the other high level characters still has an option to kill outright -- he just need to work a little harder to get the opponent in a helpless condition.

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Thalassios's avatar

I completely agree on the Rogue class. It need to be split back into Thief and Assassin. I also completely agree that those classes should not try to be front line fighters. I am a very strong believer in protected niches for classes.

That said, once again its not the grid that causes this. Those are great for knowing who got hit by a fireball or if you have a clear shot at the magic user while he is casting, or if you can get a flanking/back-attack bonus, or if you can charge, etc.

The problem is misusing the combat grid. The problem is, as you described it, using the grid as a “JRPG Pocket Dimension.” Just because the combat grid is "On" in combat doesn't mean you can't sneak, improvise, hide, etc. I think this also comes from many GMs not actually giving enough room details to have things to improvise with. Its hard to drop a chandelier on enemies, if you are in a literal empty 20x20 room with absolutely nothing in it but a monster.

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