4.5 out of 5 stars

Either WotC anticipated that there would be a whole lot of criticism of the assassin class when it was released in Dragon this month, or Mike is writing specifically in response to that criticism in this Design & Development article.  That’s not to say that this Design & Development article is combative, or defensive.  Indeed, the word “assassin” appears only three times in the article.  Instead, the article focuses on the class design process in general terms, focusing on the steps needed to be successful and the pitfalls to avoid.

To that end Mike offers up three rules (each of which he talks about in both the positive and the negative):

  1. Justify Your Existence
  2. Know Your Destination
  3. Limits Inspire Creativity

Personally I think these three rules are applicable to more than just classes and any mechanics designer should be looking to follow them regardless of what they are designing.

However, I may be reading to much into the timing of this article, but the take home message I get is “class design is hard so stop railing on us for what we did wrong with the assassin.  You couldn’t have done any better.” As a result, I’m left with a slightly sour aftertaste and can’t give the article the perfect score that it would otherwise get.