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Ideas for "Thief" (video game) style campaign
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<blockquote data-quote="takyris" data-source="post: 1574863" data-attributes="member: 5171"><p>I always tried to play "Never Seen, Never Heard", and I always ended up as some kind of Ninja Commando, wandering the house shouting, "I know <strong>somebody's</strong> still alive, dangit! I need one more golden candlestick, and I'm not leaving until I get it!!!"</p><p></p><p>But, that said, as far as a campaign like this goes, very cool. A couple suggestions:</p><p></p><p>1) Are you doing D&D? Are you thinking of any Variant rules? Offhand, just going by the stuff in Unearthed Arcana, I could imagine that Complex Skill checks, Class-Based Defense, and maybe VP/WP might make the game both friendiler and more challenging for the rogue PCs.</p><p></p><p>2) Even if you don't use Complex Skill Checks to make truly difficult locks or long and involved traps, you'll want to up the skill factor. In a normal game, making the dungeon means plunking down most of the monsters and adding a few class levels to the minotaur. Here, you're going to want to keep note of which areas have enough shadows to hide in, what the Move Silently modifier of the area might be (-8 for very squeaky floorboards in a room with lots of echoes, or +4 for a sound-dampening room with a nice plush carpet), what the DC of the average door lock, trunk lock, and safe-lock might be, and so forth. You might want to make some locks that require specific picks, with a search check to determine which pick to use (not terribly difficult, but it might take time that the guy doesn't have). Be prepared for PCs who want to do difficult stuff. What's the spot DC if your heroes are doing that "hanging from the ceiling right over the guards' heads" thing while the guards walk by underneath? Also be ready to map guard movements -- that's huge in the Thief games. When the guards are in the right position, you can get just about anywhere. And when you guess wrong, you've got a lot of people with swords shouting "Taffer!"</p><p></p><p>3) What level of magic are you thinking? Even if they don't have a lot of wizard levels, a wand and some Use Magic Device could turn your game's flavor on its head. "Yes, and now... er, you've greased the room and magic-missiled the guards. Okay. Right. Hey, I guess you <strong>can</strong> add Sneak Attack damage with a scorching ray."</p><p></p><p>4) As a d20 Modern pusher, I must make the obligatory suggestion that you consider using it as an alternate rules system. Smart/Fast heroes can work wonders, and don't automatically become the combat monsters that a straight-class rogue with the element of surprise will become. Also, they don't require magic. There, I've said it. You can ignore me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Spycraft would also be good, from what I've heard, although you may have to play with equipment more -- with d20M, you can pretty much take D&D equipment and d20M rules, minus the Computer Use skills and maybe with the D&D riding feats added back in, if your players would be using that.</p><p></p><p>Anyway, very fun idea! Can't wait to hear how it goes!</p></blockquote><p></p>
[QUOTE="takyris, post: 1574863, member: 5171"] I always tried to play "Never Seen, Never Heard", and I always ended up as some kind of Ninja Commando, wandering the house shouting, "I know [b]somebody's[/b] still alive, dangit! I need one more golden candlestick, and I'm not leaving until I get it!!!" But, that said, as far as a campaign like this goes, very cool. A couple suggestions: 1) Are you doing D&D? Are you thinking of any Variant rules? Offhand, just going by the stuff in Unearthed Arcana, I could imagine that Complex Skill checks, Class-Based Defense, and maybe VP/WP might make the game both friendiler and more challenging for the rogue PCs. 2) Even if you don't use Complex Skill Checks to make truly difficult locks or long and involved traps, you'll want to up the skill factor. In a normal game, making the dungeon means plunking down most of the monsters and adding a few class levels to the minotaur. Here, you're going to want to keep note of which areas have enough shadows to hide in, what the Move Silently modifier of the area might be (-8 for very squeaky floorboards in a room with lots of echoes, or +4 for a sound-dampening room with a nice plush carpet), what the DC of the average door lock, trunk lock, and safe-lock might be, and so forth. You might want to make some locks that require specific picks, with a search check to determine which pick to use (not terribly difficult, but it might take time that the guy doesn't have). Be prepared for PCs who want to do difficult stuff. What's the spot DC if your heroes are doing that "hanging from the ceiling right over the guards' heads" thing while the guards walk by underneath? Also be ready to map guard movements -- that's huge in the Thief games. When the guards are in the right position, you can get just about anywhere. And when you guess wrong, you've got a lot of people with swords shouting "Taffer!" 3) What level of magic are you thinking? Even if they don't have a lot of wizard levels, a wand and some Use Magic Device could turn your game's flavor on its head. "Yes, and now... er, you've greased the room and magic-missiled the guards. Okay. Right. Hey, I guess you [b]can[/b] add Sneak Attack damage with a scorching ray." 4) As a d20 Modern pusher, I must make the obligatory suggestion that you consider using it as an alternate rules system. Smart/Fast heroes can work wonders, and don't automatically become the combat monsters that a straight-class rogue with the element of surprise will become. Also, they don't require magic. There, I've said it. You can ignore me. :) Spycraft would also be good, from what I've heard, although you may have to play with equipment more -- with d20M, you can pretty much take D&D equipment and d20M rules, minus the Computer Use skills and maybe with the D&D riding feats added back in, if your players would be using that. Anyway, very fun idea! Can't wait to hear how it goes! [/QUOTE]
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