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How do you handle Rogue (Assassins)?
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<blockquote data-quote="5ekyu" data-source="post: 7355547" data-attributes="member: 6919838"><p>The general subject of resolving a solo-power asset in a group player game stretches way beyond DnD and stealth. Another classic example would be netrunning in a cyberpunk game where netrunning is a solo event. Some versions tried to address this by letting netrunning be a more group event with the dedicated netrunning sort of playing the leader/guide - almost more of a bard role of supporting everyone as they support him.</p><p></p><p>In my games, session zero they are made aware of the extent to which tabletop ftf solo play can and will be indulged. most of the time that means i use extended checks to resolve longer solo activities rather than moment by moment skill and roleplay. </p><p></p><p>So a case of "i scout out the enemy camp" turns into a three-way skill challenge just like most other non-immediate activities are. A series of checks looking for three wins before they get three failures. Along the way each success gets a little bit of narrativon and scene and a gain and each failure gets a reversal, setback and additional challenge. push it all the way to three successes and get bigger gains - pretty clear read of the enemy camp, opportunity, etc. Gte to three failures and alarm goes up or other really bad thing happens. But the individual success/failure is not event ending either way.</p><p></p><p>As for the surprise combat thing, that is one of the potential gains that can be claimed, the ability to find a weakness in their patrols or permieter that can get the other players in close for a surprise round. Consider at the very least each gained success to allow an additional PC in with that stealth roll covering them, while a full success three-wins can result in figuring out how to get whole group in,possibly requiring a distraction but figuring out how to set off one. </p><p></p><p>So, the assassin can choose to take his own personal strike if he wishes or to work the other group in, let everyone get to the surprise round, and then take the benefits of the whole thing. if i figure no more than 2-3m of "mini-scene" for each win-loss to resolve, thats maybe 15m of time spent for what may be a net surprise gain for the whole party. </p><p></p><p>i find that tends to give a pretty good time-for-gain investment and a pretty good return on investment for that character and its abilities. </p><p></p><p>one of the keys i like to keep in mind is that while sneaking across a floor might be a good case for just stealth as dex and represented as a single physical task, the larger case of "sneaking around a camp, fort or perimeter patrols" is a lot more of timing, perception, choices of path and so on that just the physical act of treading lightly. </p><p></p><p>Its one of the reasons i tend to allow for the use of group checks - where half the people succeeding is enough - for the broader case of stealth vs perception for surprise in the approach scenes.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7355547, member: 6919838"] The general subject of resolving a solo-power asset in a group player game stretches way beyond DnD and stealth. Another classic example would be netrunning in a cyberpunk game where netrunning is a solo event. Some versions tried to address this by letting netrunning be a more group event with the dedicated netrunning sort of playing the leader/guide - almost more of a bard role of supporting everyone as they support him. In my games, session zero they are made aware of the extent to which tabletop ftf solo play can and will be indulged. most of the time that means i use extended checks to resolve longer solo activities rather than moment by moment skill and roleplay. So a case of "i scout out the enemy camp" turns into a three-way skill challenge just like most other non-immediate activities are. A series of checks looking for three wins before they get three failures. Along the way each success gets a little bit of narrativon and scene and a gain and each failure gets a reversal, setback and additional challenge. push it all the way to three successes and get bigger gains - pretty clear read of the enemy camp, opportunity, etc. Gte to three failures and alarm goes up or other really bad thing happens. But the individual success/failure is not event ending either way. As for the surprise combat thing, that is one of the potential gains that can be claimed, the ability to find a weakness in their patrols or permieter that can get the other players in close for a surprise round. Consider at the very least each gained success to allow an additional PC in with that stealth roll covering them, while a full success three-wins can result in figuring out how to get whole group in,possibly requiring a distraction but figuring out how to set off one. So, the assassin can choose to take his own personal strike if he wishes or to work the other group in, let everyone get to the surprise round, and then take the benefits of the whole thing. if i figure no more than 2-3m of "mini-scene" for each win-loss to resolve, thats maybe 15m of time spent for what may be a net surprise gain for the whole party. i find that tends to give a pretty good time-for-gain investment and a pretty good return on investment for that character and its abilities. one of the keys i like to keep in mind is that while sneaking across a floor might be a good case for just stealth as dex and represented as a single physical task, the larger case of "sneaking around a camp, fort or perimeter patrols" is a lot more of timing, perception, choices of path and so on that just the physical act of treading lightly. Its one of the reasons i tend to allow for the use of group checks - where half the people succeeding is enough - for the broader case of stealth vs perception for surprise in the approach scenes. [/QUOTE]
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