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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="Theory of Games" data-source="post: 9623746" data-attributes="member: 7042201"><p>Mutants & Masterminds 3e:</p><ul> <li data-xf-list-type="ul">PC1 is in a van parked outside monitoring the site's surveillance/computer system (Skill Mastery: Technology), disables the freight elevator (Technology) and maintains comms with the team </li> <li data-xf-list-type="ul">PC2 is crawling through the ventilation system (skill challenge: Stealth + Acrobatics) following a map drawn on the palm of her hand to eventually reach the safe-room where she can dodge security (stealth check) and engage the lock (Technology check) (Skill Mastery advantage for all skills + Ultimate Effort: Technology to hack the safe)</li> <li data-xf-list-type="ul">PC3 (posing as a law enforcement official, Skill Mastery: Deception) is chatting ( (Skill Mastery: Persuasion + Fascination advantage) up security personnel to keep them distracted from their patrols</li> <li data-xf-list-type="ul">PC4 (posing as elevator repair dude, Skill Mastery: Deception) shows up with gear (weapons) and sets up in "disabled" elevator ready to provide support if things go pear-shaped (listens to his favorite podcast while waiting)</li> <li data-xf-list-type="ul">Earpiece comms keep the team on the same page, especially with PC1 outside operating as "overwatch"</li> <li data-xf-list-type="ul">If PC2 can't get the MacGuffin, she calls "abort", PC1 triggers the sprinklers (Technology) and everyone exits the building</li> </ul><p>M&M can handle ANY situation because it's designed for the insanity that is comic books. Fantasy ttrpgs can handle heists well IF the party has good thieves and magic. Most of the Modern ttrpgs can do heists IF the party has the requisite technical skill and gear.</p></blockquote><p></p>
[QUOTE="Theory of Games, post: 9623746, member: 7042201"] Mutants & Masterminds 3e: [LIST] [*]PC1 is in a van parked outside monitoring the site's surveillance/computer system (Skill Mastery: Technology), disables the freight elevator (Technology) and maintains comms with the team [*]PC2 is crawling through the ventilation system (skill challenge: Stealth + Acrobatics) following a map drawn on the palm of her hand to eventually reach the safe-room where she can dodge security (stealth check) and engage the lock (Technology check) (Skill Mastery advantage for all skills + Ultimate Effort: Technology to hack the safe) [*]PC3 (posing as a law enforcement official, Skill Mastery: Deception) is chatting ( (Skill Mastery: Persuasion + Fascination advantage) up security personnel to keep them distracted from their patrols [*]PC4 (posing as elevator repair dude, Skill Mastery: Deception) shows up with gear (weapons) and sets up in "disabled" elevator ready to provide support if things go pear-shaped (listens to his favorite podcast while waiting) [*]Earpiece comms keep the team on the same page, especially with PC1 outside operating as "overwatch" [*]If PC2 can't get the MacGuffin, she calls "abort", PC1 triggers the sprinklers (Technology) and everyone exits the building [/LIST] M&M can handle ANY situation because it's designed for the insanity that is comic books. Fantasy ttrpgs can handle heists well IF the party has good thieves and magic. Most of the Modern ttrpgs can do heists IF the party has the requisite technical skill and gear. [/QUOTE]
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