| ApocalypseJack |
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moosher12 wrote:See, to me that sounds like something I would build as a laughing shadows magus who invests in stealth. It also seems like a bigger conceptual space than "ninja" occupies.I'll give an answer then.
A ninja is a magical ambush martial that maintains a healthy balance between spell utility and martial prowess, toward the goal of tracking and incapacitating humanoid opponents. A ninja blends magic with tool use to infiltrate and exfiltrate areas, and track and ambush targets of interest with the aid of utility spells.
That's EXACTLY the space the ninja occupies. Already. In 1st edition, where it's an actual class and functions pretty much without issue. It does all those things by having the flexibility to pick from rogue talents and thematically chosen monk ki abilities in a way that allows them to be part assassin, part investigator, and still leaves room for being a martial artist or a swordsman or an archer.
And that's BEFORE you consider multiclassing or archetypes.
Now, 2e does things differently of course, so it's not like you can jus straight port it over, but there are a couple important lessons we can take from the original model:
1e's Ninja as an alternative rogue's base appeal is that it allowed for a variety of experiences and playstyles, via feat/talent choice, which enabled you to strongly customize WHAT the class felt like. What your particular ninja specialized in. This is one of the things about PF2e that I actually think excels and makes it PERFECT for creating an updated ninja! And irritates me so much that it seems to get so much pushback.
The system's already got the entire groundwork for enabling a broad variety of class ability feats which could be written to spec out a unique, multifaceted ninja who has various bits and pieces of somewhat scaled-back class features from other classes combined into a unique tapestry of associated skillsets. I shouldn't HAVE to cobble together a PASSABLE ninja out of the leftover scraps of 2e's godawful archetypes that live in abject terror of actually letting you experience any of the joy of the class they offer up piecemeal. Archetypes are fun for when you want a class that has a couple of niche abilities from another class that'll almost invariably never be anywhere as useful as you imagined them to be when you took them.
But that doesn't work for making a Ninja. It needs the flexibility of bespoke class feats that actually enable a modicum of function and choice in its borrowing from the talents of rogues and monks and a smattering of spellcasting thrown in. Because these aren't INCIDENTALS you're picking up on the side. They are what defines the class, and to get the FEEL of what the Ninja in 1e does in 2e, you need to actually be a whole fully-realized class with feats/abilities that facilitate its playstyle based around flexible player choice.
- It needs its own bespoke version of a sneak attack/precision damage ability. Probably somewhere between the Investigator's strategic strike and the Rogue's full-out sneak attack.
- It needs some version of racket/curriculum/style selection which enables access to more fully-fleshed systems for magic/whatever the ki stand-in now (crappy focus spell system probably), stealth, etc.
- It needs some kind of access to a tracking ability.
- It would ideally offer some kind of benefit to using the specialized tools and equipment from the region of the world it originates (but this seems difficult to accomplish with how much weapon-choice feels like flavor more than mechanics now)
- It needs to be modular, and have a means for those who specialize in any of the main Ways/Schemes/Schools/Whatever to gain access to bits and pieces of the other talents a la carte.
These are things that only a fully-fledged class and the infrastructure it provides can really adequately accomplish.