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<blockquote data-quote="Lanefan" data-source="post: 8269979" data-attributes="member: 29398"><p>There's another aspect I forgot to mention: it's quite uncommon in my games that a party's composition is really set up for heist or stealth work in the first place. There's almost always a clanky warrior or three in the party that they have to figure out what to do with, which crimps things considerably. But on the odd occasion when they've gone stealth-first - more often for espionage work than for heists, admittedly - it hasn't gone too badly.</p><p></p><p>Oddly, now that I think about it, most of the "heist" situations I've run are ones where the item they were trying to steal was a person. In other words, they were more kidnapping (or rescue) missions rather than theft.</p><p></p><p>You're equating failure rate with system used. The only ways I can see that holding water are a) if for some reason the players plan better in one system than another, and-or b) different degrees of granularity of resolution. Yes a more granular system gives you more opportunities to fail, but in turn the granular-level failure would (usually) be a mere setback to the overall plan; it'd take a series of these, or failure on something critical, to blow up the whole caper.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8269979, member: 29398"] There's another aspect I forgot to mention: it's quite uncommon in my games that a party's composition is really set up for heist or stealth work in the first place. There's almost always a clanky warrior or three in the party that they have to figure out what to do with, which crimps things considerably. But on the odd occasion when they've gone stealth-first - more often for espionage work than for heists, admittedly - it hasn't gone too badly. Oddly, now that I think about it, most of the "heist" situations I've run are ones where the item they were trying to steal was a person. In other words, they were more kidnapping (or rescue) missions rather than theft. You're equating failure rate with system used. The only ways I can see that holding water are a) if for some reason the players plan better in one system than another, and-or b) different degrees of granularity of resolution. Yes a more granular system gives you more opportunities to fail, but in turn the granular-level failure would (usually) be a mere setback to the overall plan; it'd take a series of these, or failure on something critical, to blow up the whole caper. [/QUOTE]
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