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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4066253" data-attributes="member: 710"><p>Just brainstorming some ideas. As I said, it might be reasonable to "unify" certain aspects. And it might depend on the focus of a game how you want to unify certain roles. </p><p></p><p></p><p>Assuming that there is really only one face guy, you're absolutely right. If everyone is supposed to engage in social encounters (which depends on the kind of game or campaign you plan), further subdivisions might be necessary. For a "generic" intrigue game, unifying the 3 roles seems okay. But if a lot of play time is focused on PC/NPC interaction, you need more.</p><p></p><p></p><p>It depends a bit on the focus of a group - coming from Shadowrun and D20 Modern, I say "Designated Driver" (Rigger) and Scientist/Hacker (Decker) seem to be two roles that can easily be divided.</p><p></p><p></p><p>You're correct. It was a thing we noticed in a Torg session. Torg's Drama Deck included a card called "Connection", which a player could play in game to find a connection that could help them out. One of the players commented it would be cool if there was some way to get this "Card" as a special ability. And he was absolutely right - this fits well. Your approach would be going a little bit further. </p><p></p><p></p><p>---</p><p></p><p>Let's assume we strip our list down to this: </p><p>- Face (with powers like "<em>Occult Contact</em>, <em>Seduction</em>)</p><p>- Guide (powers like <em>Free Ride</em>, <em>Shortcut</em>...)</p><p>- Sage (powers like <em>Instant Research</em>, <em>Tales from the Past</em>)</p><p>My idea would be to create classes (or just characters?) by mixing combat role with non-combat role.</p><p>Detective: Face/Defender</p><p>Martial Artist: Guide/Striker</p><p>Scientist: Sage/Leader</p><p>Heavy Weapon Specialist: Guide/Controller</p><p>Con Artist: Face/Striker</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4066253, member: 710"] Just brainstorming some ideas. As I said, it might be reasonable to "unify" certain aspects. And it might depend on the focus of a game how you want to unify certain roles. Assuming that there is really only one face guy, you're absolutely right. If everyone is supposed to engage in social encounters (which depends on the kind of game or campaign you plan), further subdivisions might be necessary. For a "generic" intrigue game, unifying the 3 roles seems okay. But if a lot of play time is focused on PC/NPC interaction, you need more. It depends a bit on the focus of a group - coming from Shadowrun and D20 Modern, I say "Designated Driver" (Rigger) and Scientist/Hacker (Decker) seem to be two roles that can easily be divided. You're correct. It was a thing we noticed in a Torg session. Torg's Drama Deck included a card called "Connection", which a player could play in game to find a connection that could help them out. One of the players commented it would be cool if there was some way to get this "Card" as a special ability. And he was absolutely right - this fits well. Your approach would be going a little bit further. --- Let's assume we strip our list down to this: - Face (with powers like "[i]Occult Contact[/i], [i]Seduction[/i]) - Guide (powers like [i]Free Ride[/i], [i]Shortcut[/i]...) - Sage (powers like [i]Instant Research[/i], [i]Tales from the Past[/i]) My idea would be to create classes (or just characters?) by mixing combat role with non-combat role. Detective: Face/Defender Martial Artist: Guide/Striker Scientist: Sage/Leader Heavy Weapon Specialist: Guide/Controller Con Artist: Face/Striker [/QUOTE]
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