Jack7
First Post
the players were commissioned to hunt criminals all over the city and in the environs, a kind of very local "federals". We had a wizard, a bard/monk homebrew, and a cleric.
I think depending on how Bards and Monks are constructed and arranged then they can be awfully good law enforcement agents as well. Bards make excellent undercover operatives (because of their ability to influence others), infiltrators (like thieves) and vadders, and monks make good investigators and infiltrators. Both make excellent interrogators and interviewers. We have some of both in the player's group. Wizards can make very good detectives, investigators (forensics - using magic), inventors, and surveillance and reconnaissance agents (with the aid of magic and familiars). Plus a clever one can be an excellent interrogator as well.
Clerics can be very good "good cops" to the hard/bad Ranger or former Thief cop. Because of that they can be good interrogators, and handlers (turning criminals into informants and double agents). Plus with well-established networks in both religious and political circles, they can be very good investigators of difficult or hard to reach subjects and suspects.
And I like the idea of city-wide "open jurisdiction" and localized Feds.
This allows your team to target both low and high crimes. And perhaps both high and low subjects and UNSUBS.
Perhaps the greatest change is the social aspect - no longer are you outsiders without connections, instead you have to take care of your reputation.
That also is a good observation. Law enforcement, like the military, is often only as effective as the reputation they carry, and the networks they establish, maintain, and exploit. It's hard to go wrong establishing a good reputation, even among certain criminal elements.
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