Based on the recent discussions about Mystics here on the Rolemasterblog and the RM Forums, I think one interpretation is that the Mystic could serve as a proto-type “Assassin” profession in lieu of companion classes like the Nightblade.
That got me to thinking about Assassins as a rpg profession in general–and perhaps the first iteration in the 1975 Blackmoor supplement by Dave Arneson. Most of the Assassin material was wholly transplanted to the 1st Ed. Players Handbook (p.27). The Assassin is a subclass of the Thief, and generally gains the same abilities with a few Assassin specific skills:
- Assassination. With a successful backstab attack the Assassin can use the Assassination table to determine if their is a kill strike.
- Language. Assassins can learn other alignment tongues. (recently discussed HERE.)
Of course, all three are cool abilities, but how does an Assassin fit into an adventure group? It’s implied that Assassins can pose as a Thief or perhaps another class or person (using another alignment tongue and disguise) but would that last long in a cohesive group?
I’ve read a bit about Gygax and the early development of D&D and an Assassin class just seems incongruous to the core idea of a “balanced group” and spirit of play. Rolemaster has Professions similar to an Assassin; the Nightblade could be seen more as a Ninja style character, but nothing like the D&D version which is described thusly: “The primary function of assassins is killing.”. That’s pretty straight forward, but how does “assassinations” fit into a traditional fantasy game? What about poisons? I’ve seen quite a bit of comments/feedback from people who dislike the idea of poisons in gameplay.
Has anyone played an Assassin in D&D or similar in Rolemaster? If you GM, would you allow an assassin in your group?