Saeviomagy
Adventurer
Previously infiltration at all but the lowest levels in D&D ran like this
1. Get some info by using divination magic
2. Break into the place (or schmooze into the place) using some magic
3. Sneak around the place using magic
4. Leave the place using magic
Typically your heaviest opposition would be... magic.
It was pretty heavily biased against anyone who didn't use magic.
Infiltration in D&D has now moved somewhat closer to infiltration in a game like shadowrun.
1. Get some info by using skills
2. Break into the place (or schmooze into the place) using some skills
3. Sneak around the place using skills
4. Leave the place using skills
The really big difference is that everyone can get skills. Most members of the group will also have one or two powers that can contribute in some way. I can even see how the fighter and cleric utility powers could help in certain situations with a sufficiently willing DM (get over here sounds like it's perfect to save someone from a jump they missed by a couple of squares, or who rolled low on initiative to duck into cover when the guards burst in).
Potentially rituals (or at least scrolls) can have their place here too - 5 or 10 minutes isn't all that long: cracking a safe would typically take at least that much time, and that's a classic of the genre. And while the ritual caster is doing that, the others are making time for him to do so.
Oh, and possibly the BIGGEST aid to the infiltration scenario? Minions.
Creatures who are fully functional, but only have a single hitpoint. So now anyone can sidle up to the guard and cold-cock him if there is no other alternative.
1. Get some info by using divination magic
2. Break into the place (or schmooze into the place) using some magic
3. Sneak around the place using magic
4. Leave the place using magic
Typically your heaviest opposition would be... magic.
It was pretty heavily biased against anyone who didn't use magic.
Infiltration in D&D has now moved somewhat closer to infiltration in a game like shadowrun.
1. Get some info by using skills
2. Break into the place (or schmooze into the place) using some skills
3. Sneak around the place using skills
4. Leave the place using skills
The really big difference is that everyone can get skills. Most members of the group will also have one or two powers that can contribute in some way. I can even see how the fighter and cleric utility powers could help in certain situations with a sufficiently willing DM (get over here sounds like it's perfect to save someone from a jump they missed by a couple of squares, or who rolled low on initiative to duck into cover when the guards burst in).
Potentially rituals (or at least scrolls) can have their place here too - 5 or 10 minutes isn't all that long: cracking a safe would typically take at least that much time, and that's a classic of the genre. And while the ritual caster is doing that, the others are making time for him to do so.
Oh, and possibly the BIGGEST aid to the infiltration scenario? Minions.
Creatures who are fully functional, but only have a single hitpoint. So now anyone can sidle up to the guard and cold-cock him if there is no other alternative.
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