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*TTRPGs General
How Would Your Favorite Game System Handle This?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9623736" data-attributes="member: 75787"><p>For modern, my favorite system for a heist adventure would likely be FATE.</p><p></p><p>Their most likely actions would be to create an advantage, but there are also a fair number of leadership feats you can take which would be useful.</p><p></p><p></p><p>FATE doesn’t really encourage a one-trick character like a Heavy, but if there was such a character, I’d have them set up choke points and fallback positions, or use physical strength to break into places (mechanically, allowing two zones to be connected</p><p></p><p></p><p>As this is a major feature of the genre, i’d make this an obstacle with a number of aspects, each of which needs to be overcome to allow the players to be unseen (mechanically, have the aspect “undetected”). When unseen, no enemy can react to their action, but if they fail on task, it may re-enable one of the stealth aspects. Sample aspects might be “cctv coverage”, “radio monitoring”, “regular patrols” and “IR traps”</p><p></p><p></p><p>Mostly to give advantages to other team members, but could also be used to overcome stealth aspects — deceiving patrols, for example. </p><p></p><p></p><p>Cannot happen if detection has been overcome; when it does I would likely immediately move to conflict. In a cinematic game, it might be possible to re-establish stealth, but in a more realistic game, no.</p><p></p><p></p><p>This is pretty common in my FATE games. I’d honestly expect it in this scenario. A couple of characters handling the conflict while others overcome computer security, break into a safe, or similar, is a classic trope. No special handling needed,</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9623736, member: 75787"] For modern, my favorite system for a heist adventure would likely be FATE. Their most likely actions would be to create an advantage, but there are also a fair number of leadership feats you can take which would be useful. FATE doesn’t really encourage a one-trick character like a Heavy, but if there was such a character, I’d have them set up choke points and fallback positions, or use physical strength to break into places (mechanically, allowing two zones to be connected As this is a major feature of the genre, i’d make this an obstacle with a number of aspects, each of which needs to be overcome to allow the players to be unseen (mechanically, have the aspect “undetected”). When unseen, no enemy can react to their action, but if they fail on task, it may re-enable one of the stealth aspects. Sample aspects might be “cctv coverage”, “radio monitoring”, “regular patrols” and “IR traps” Mostly to give advantages to other team members, but could also be used to overcome stealth aspects — deceiving patrols, for example. Cannot happen if detection has been overcome; when it does I would likely immediately move to conflict. In a cinematic game, it might be possible to re-establish stealth, but in a more realistic game, no. This is pretty common in my FATE games. I’d honestly expect it in this scenario. A couple of characters handling the conflict while others overcome computer security, break into a safe, or similar, is a classic trope. No special handling needed, [/QUOTE]
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