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<blockquote data-quote="ClusterFluster" data-source="post: 8935150" data-attributes="member: 7040441"><p>There's no need to make any mechanics for this, let alone enforce or "force" them. You're already free to award bonus XP for good roleplay, and there's inspiration points in 5th as well. If anything at most, you could use the threat clock from AW, but 4thE also makes use of the skill challenge. Make 5 failures during the heist at its most crucial moment, and the jig is up.</p><p></p><p>If all of your players read up on the heist trope (e.g. from TV Tropes) before play, or just about heist plots from SparkNotes or wherever, let them figure out how to variate on that as the situation demands. If you know what to expect from your heist adventure because you've also done your homework, you could then randomly roll from a list of famous heist complications to throw curve balls at your players.</p></blockquote><p></p>
[QUOTE="ClusterFluster, post: 8935150, member: 7040441"] There's no need to make any mechanics for this, let alone enforce or "force" them. You're already free to award bonus XP for good roleplay, and there's inspiration points in 5th as well. If anything at most, you could use the threat clock from AW, but 4thE also makes use of the skill challenge. Make 5 failures during the heist at its most crucial moment, and the jig is up. If all of your players read up on the heist trope (e.g. from TV Tropes) before play, or just about heist plots from SparkNotes or wherever, let them figure out how to variate on that as the situation demands. If you know what to expect from your heist adventure because you've also done your homework, you could then randomly roll from a list of famous heist complications to throw curve balls at your players. [/QUOTE]
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