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It all depends on how the assassin wants to kill the target. If they're sleeping coup de grace is good. Using a poison is another option. My favorite missions from the dark brotherhood were when you could make it look like an accident. (Weakening supports on a balcony) But in the end it really should be up to the playerto decide how they approach the problem. Your job is to give them a problem to solve and maybe hints on how it can be solved, then taking their solution and interpreting proper skills/abilities to use for it.
Ex. Disguise to make yourself look unassuming
Sorry, whats your question? I cant find it. It seems like you want to ask if having a monstrous npc help the party rules legal. To which the answer is yes...mostly.....
It really depends on how you classify "monster". Is something a monster because it's in the bestiary? it's non humaniod? low to no mental stats? lack of sapience or consciousness?
Controlling the thing would again depend on what the "monster" is specifically.
What it really comes down to is DM discretion. Does the DM want the party to be able to befriend a monster.
This just sounds like a case of the group wanting a sillier game while you want a more serious game. Neither way is wrong and if you can't handle their playstyle you probably did the right thing by leaving.
Magic (and by extension wishes) are inherently lazy, usually going for the simplest answer. If someone wishes to lose the negative aspects of something, the simplest answer would be to lose all of that something instead of having to separate several intrinsically linked things.
To the OP: Make sure to write your wish down specifying all terms and conditions that come with the wish. Bonus points if you word it like a legal contract.
double bonus points if you get a contract devil to write it for you. (no way that could backfire....)
Specifically any strength or dexterity based skills take the penalty.
Obviously sir, you haven't heard of Punch Wizardry. It uses the techniques passed down the Armstrong line for GENERATIONS!
Gol PotatoMcWhiskey wrote:
heh, you said onus....
Sounds like an easily corruptible organization with no accountability is looking for patsies which could used for the opposite of the proscribed effect without them knowing.
I'll admit, the sound of joining a secret society that protects the world tickles my fancy to no end, but I can't very well put my trust in someone just because they named themselves after a trustworthy deity.
So the question is: Why should you be trusted?
I would imagine that you aren't able to see someones name right off the bat, but someones guild (or settlement, etc.) would be visible at a glance. Due to them searing some sort of signet or some such.
This was discussed at length around the time of the kickstarter (can't remember which one..) and I think the general consensus was similar to this.
edit: and of course i get ninja'd by Stephen.... this is why i usually just lurk.....
They use it every day for work, but not for combat. The farmer is going to be using it nearly the same way every time they use it. In a combat situation it needs to be wielded in a variety of ways for it to be effective.
but right now I'm just arguing for arguments sake (mostly), it's 7am and I'm a bit tired and loopy. So good night/morning(/afternoon maybe?) and whatever you choose to do may it make the game you play more fun.
Me thinks the reason behind the lack of simple slashing weapons is that they are inherently more dangerous to the user. Bladed weapons tend to have a large cutting edge taking up the majority of the weapon. The smaller handle that comes with that leaves you with less over all control(which is where proficiency come in).
I think subbing a short sword works well for the machete if you change the damage type. It's not the same but it works well enough.
As for you wanting it to be simple, yes it is a tool but so is the scythe.
just my 2c, please take with a hefty dose of salt.
I'm sorry, who?
Just a quick note: The attacker flag is still in place as mentioned here.
Alignment and Reputation Blog wrote:
When a character attacks a character who was not Hostile, the character making the attack gets flagged as an Attacker. If the character with Attacker hits their target again in the next thirty seconds, they become Hostile, and lose Reputation. Note that Reputation is lost on striking a target twice rather than on death; this means Reputation is lost when your intention to kill someone is made clear rather than if you are successful.
*bold is mine