This thread stemmed from here and I decided it needed to be it's own rather than continuing to derail the topic.
Okay, I hereby consider this thread derailed with out hope of saving. In the spirit of that derailment... I will join in.
I agree. That's right! I said it. I agree. I never thought the idea "ninja" agreed with the lore of FL. Because it doesn't. We basically brought Samurai into FL but they didn't fit the lore or theme either, so we decided to call them Blademasters and made them fit. Let's do the same with ninjas.
Assassinate is stupid. Not that I haven't enjoyed it in the past but it takes a ton of skill yet at the same time lends itself to the idea that it takes zero. It is annoying an I can think of far better ways to address the need to kill "buff" characters that never die.
Another -- Ninjas should be more melee capable than they currently are. At the moment if you want a melee rogue, Thief is the strongest choice (by far). Shadow strike is supposed to make ninjas far more melee capable. I can tell you, in it's current state -- it fails in that regard.
Duelist. Everyone right now thinking about ninjas. Stop. Think "duelist" type of abilities. A rogue-like combatant that must use a combination of skill, strength, and dexterity to weave in and around the battle. I'm thinking the same amount or zero spells. Not another Blademaster type class.
They wield only one weapon at a time. No dual wielding. One hand is empty, no shields. They need this free hand in order to properly balance themselves in combat and execute their abilities with the required finesse.
Like monks, these assassins cannot wear heavy equipment -- speed is their savior and heavy equipment results in encumbrance and reduced abilities in combat. Some have been known to hold little charms in their offhand. Some a string of beads, others wrap the offhand with a flowing red silk which streams around while they move - distracting their enemies.
Study: These assassins, much like the ninjas before them, study the movements and habits of their foes before engaging in combat. The culmination of these efforts leads the assassin to hit much more frequently and become able to avoid attacks with much higher frequency. (I'm thinking full study results in 50% more hitting and 70% less being hit by melee. -- Equipment is still necessary NO hardcoded crap like current shadow arts.)
With 50% of a study complete the target gains a flag or something to that affect and they can be seen even while hidden. (Read hidden, not camo)
Skills: The exact same skills ninjas currently have.
EXCEPT:
selections
assassinate
grapple
dual wield
pugil
fired weapons
detect hidden
ADD:
doublesheath
brawl
balance
sense movement
blind fighting
counter
shadow arts (In it's current state, at least allow more than one per combat round)
blood vow (or something to give a hitroll boost -- Ya know, since they get encumbered)
quiet movement
Unique: Envenom can be used on bladed weapons (sword, dagger)
Unique: When wielding 1 weapon and offhand free (except for special trinket or whatever) they will almost always execute all possible attacks. (3 attacks, 4 in city terrain) If offhand is not free or they are encumbered. They LOSE: Balance. Blind fighting. Shadow arts. Counter. All other skills reduce by 20.
They would gain paths that, as Fool_hardy said, change their nature a bit. One path would return detect hidden and give the peek skill and possibly more.
The above would probably need some tweaking but I think it would make for a much more interesting experience. For everyone involved.
Eh? What do ya'll think? I want to play the above class.