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  1. - Top - End - #1
    Bugbear in the Playground
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    Default (New RPG) Rogue: Clandestine Operations (comments are welcome)

    This is a design thread for my Rogue: Clandestine Operations (working title) RPG. The main design goals are:
    • the game is streamlined for PbP but can be played tabletop as well
    • the default setting describes a low-magic medieval world but is modular enough to allow customization for different settings
    • the main focus is infiltration and assassination jobs, and the scope of the rules and how the mechanics balance out are chosen with that in mind.


    Setting

    In the default setting, player characters are medieval resistance fighters that undertake dangerous missions in an attempt to throw off oppressive government (who are pretty much medieval Nazis). For example, they may attempt to infiltrate a castle to steal specifications a device that may change the course of the resistance war.

    The tech level is similar to real-world medieval times, but may include some clockpunk. Most of the time, magic and advanced technology are indistinguishable.

    The rules of the game are updated in a system reference document. The SRD is available in HTML and PDF. (Hosted by Google Docs)
    Last edited by Kensen; 2012-09-27 at 03:28 AM.

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    Bugbear in the Playground
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    Default Re: (New RPG) Rogue: Clandestine Operations

    (Outdated information removed. See the System Reference document, link above.)
    Last edited by Kensen; 2012-09-27 at 01:34 AM.

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    Default Re: (New RPG) Rogue: Clandestine Operations

    (Outdated information removed. See the System Reference document, link above.)
    Last edited by Kensen; 2012-09-27 at 01:33 AM.

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    Ogre in the Playground
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Looks likely to be fun. If you decide to actually start a game with this system, let me know.

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Yitzi View Post
    Looks likely to be fun. If you decide to actually start a game with this system, let me know.
    Thanks! I intend to run a playtest sometime soon, and I'll let you know when I start recruitment.

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Color me interested. A game focused on stealth and subterfuge rather than combat is a cool idea.

    How is the game tuned for PbP, since that is one of your stated goals?

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    Bugbear in the Playground
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Equipment

    All standard equipment will be statted in the game rules (eventually). These include ignition & illumination equipment (flint+steel, torches, lamps, oil, etc.), observation equipment (spyglass, magnifying glass, etc.), method of entry equipment (lockpicks, crowbar, ladder, rope, grappling hook, etc.), weapons, armor, clothes/disguises/props, entry/pursuit denial equipment (hammer+nails, iron spikes, caltrops, grease, marbles, etc.) and so on.

    Specialized equipment deserves a special note. Much like James Bond has Q, and Ezio has Leonardo, the medieval spies working for the resistance also have a quartermaster who supplies them with the latest infiltration tools and assassination weapons. Better yet, the player characters can order equipment crafted according to your specifications. The player works with the GM to create unique but balanced new tools and weapons.

    Example

    Cane sword

    This object looks like an ordinary wooden walking stick with a metal grip, but the cane is in fact a sheath for a slender sword-like blade. When unsheathing the blade for the first time, the user has to make a Gadgetry (TN 20) check to figure out how the unlocking mechanism works.

    When unsheathed, the blade grants a +2 bonus on your Fighting skill.

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    Ogre in the Playground
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Kensen View Post
    Example

    Cane sword

    This object looks like an ordinary wooden walking stick with a metal grip, but the cane is in fact a sheath for a slender sword-like blade. When unsheathing the blade for the first time, the user has to make a Gadgetry (TN 20) check to figure out how the unlocking mechanism works.

    When unsheathed, the blade grants a +2 bonus on your Fighting skill.
    You'd better also put in the Awareness TN (which may or may not depend on the wielder's stealth skill) to detect what it really is.

    Also, I notice that there are no opposed checks; instead, there is always one that's "taking 10". Is that intentional?

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Color me intrigued. The skill part seems fast but how is equipment going to be managed? Since we're rogues and rebels, I assume some of it's going to be looting and fencing of goods. It probably involves the Quartermaster in one way or another, so I guess we'll wait and see.

    I'd love to playtest some of this, if its half as fun as the Goblins TRPG was. Pity that didn't pan out, since there was plenty of material written for it already.
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    I'm intrigued. I'd definitely be interested in participating in that playtest once you're ready.

    So, how does the combat work? I notice a lack of hit points or a similar mechanic. What happens when a character gets hit?

    Oh, and the title is awesome. Don't change it.
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    it's usually "one hit, one kill", i.e. very fast and lethal combat.
    That is how combat damage works. You make an attack roll, if it hits, it kills.
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    biggrin Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Hmmm it sounds very fun and interesting. I've never tried PbP so ill probably sit it out but ill definitely be watching it on the PbP thread so maybe ill play next time?

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by BarroomBard View Post
    Color me interested. A game focused on stealth and subterfuge rather than combat is a cool idea.

    How is the game tuned for PbP, since that is one of your stated goals?
    Combat is usually what makes PbPs slow, so I want combat to be as fast and easy as any other skill use. You try to open a lock - if you roll high enough, you succeed. Similarly, when you try to kill a human guard - if you roll high enough, you succeed. You can use the Fighting skill to achieve other results, too, such as disarming or rendering the opponent unconscious.

    Also, there won't be any out-of-turn actions like attacks of opportunity that require another player to react, and for the same reason, there will be few or no opposed rolls, which makes action resolution faster. (Using opposed rolls works just fine as an optional rule, though.)

    Other than that, character creation is fast and easy and there won't be many rules to learn, so you won't have to invest a lot of time to get started. You use the same mechanics everywhere (1d20+relevant mods vs TN), and no other types of rolls are needed. (For example, separate damage rolls do not exist.)

    Quote Originally Posted by Yitzi View Post
    You'd better also put in the Awareness TN (which may or may not depend on the wielder's stealth skill) to detect what it really is.

    Also, I notice that there are no opposed checks; instead, there is always one that's "taking 10". Is that intentional?
    Yes, that's a good idea. An Awareness check (TN 20, for example) reveals that the weight and balance of the object is unusual for a cane of its size.

    When a character tries to achieve something actively, you make a skill check. When a character reacts to something rather than acting himself, you'll use 10 + skill modifier. Opposed rolls can be used, but that's an optional rule.

    Quote Originally Posted by Cieyrin View Post
    Color me intrigued. The skill part seems fast but how is equipment going to be managed? Since we're rogues and rebels, I assume some of it's going to be looting and fencing of goods. It probably involves the Quartermaster in one way or another, so I guess we'll wait and see.

    I'd love to playtest some of this, if its half as fun as the Goblins TRPG was. Pity that didn't pan out, since there was plenty of material written for it already.
    Basically, (in the default setting) you'll be briefed on the mission and based on the intel, you'll devise a plan - as simple or detailed as you like. The quartermaster sees to that you'll get all the equipment you'll need to get the job done. If you don't ask for anything too weird (like ten crates of dead kittens), no questions will be asked. I won't be putting price tags on equipment (at least not for the playtest phase), but if you requisite something very expensive (like a 1000-gp spyglass...), the quartermaster will kindly ask you to return it in one piece and functional.

    Since you're a bunch of rogues and rebels (and some of you may be ex-criminals) it's ok to steal any equipment the feudal fascists have lying around in their fortresses and mansions, and if you forget to report it back at the HQ, you'll have some personal equipment, too.

    Quote Originally Posted by Laura Eternata View Post
    I'm intrigued. I'd definitely be interested in participating in that playtest once you're ready.

    So, how does the combat work? I notice a lack of hit points or a similar mechanic. What happens when a character gets hit?

    Oh, and the title is awesome. Don't change it.
    Quote Originally Posted by SheepInDisguise View Post
    That is how combat damage works. You make an attack roll, if it hits, it kills.
    In a nutshell, that's how it works. I may later add some conditions like injured, incapacitated and so on, so that there are other possible outcomes, too. Naturally, you can move and do other things than just attack during a hostile encounter, I'll write more about that later.

    And thanks, I'm glad you like the title.
    Last edited by Kensen; 2011-12-02 at 05:37 AM.

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Kensen View Post
    Yes, that's a good idea. An Awareness check (TN 20, for example) reveals that the weight and balance of the object is unusual for a cane of its size.
    An important tip (and this applies to any game anyone is designing): As a general rule, there should be no tactic that cannot be countered by the right build. (Conversely, there should be no build that counters every single tactic.)

    Also, is there some way for someone with a high Stealth skill to sneak along someone with a lower one? (Otherwise, everyone on the mission needs a high Stealth skill to make it worth getting most of the time.)
    Last edited by Yitzi; 2011-12-02 at 07:23 AM.

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    Bugbear in the Playground
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Yitzi View Post
    An important tip (and this applies to any game anyone is designing): As a general rule, there should be no tactic that cannot be countered by the right build. (Conversely, there should be no build that counters every single tactic.)

    Also, is there some way for someone with a high Stealth skill to sneak along someone with a lower one? (Otherwise, everyone on the mission needs a high Stealth skill to make it worth getting most of the time.)
    I agree, for every tactic there should be a counter-tactic.

    A high Stealth isn't an absolute must, though it will certainly be useful. I like to think that a good game or adventure always has at least two, preferably three or more ways to tackle a problem.

    You need a very high Stealth if you're planning to sneak into a room, steal a guard's keys and get out without the guard even realizing someone was there. However, an average or even low Stealth is enough most of the time if at least one person in the group is a Stealth specialist who can scout ahead and warn the others if he spots an enemy.

    Another way to avoid hostile encounters is to "hide in plain sight", i.e. use disguises. A character with decent Guile can pretend to be a guard or even a high-ranking officer if he can aqcuire a disguise. To use modern terms, some areas are "public" while others are "restricted" (and some such areas are more restricted than others). To access restricted areas, you either need an escort, or a security clearance or ID of some sort, e.g. an uniform or falsified (or stolen) papers. And a good story in case someone starts asking questions.

    Yet another way to access restricted areas is to use Mobility. Instead of walking in, you scale walls, jump from rooftop to rooftop and pick a route where there aren't many guards because they didn't think anyone would be so crazy as to try what you did.

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Kensen View Post
    Another way to avoid hostile encounters is to "hide in plain sight", i.e. use disguises. A character with decent Guile can pretend to be a guard or even a high-ranking officer if he can aqcuire a disguise. To use modern terms, some areas are "public" while others are "restricted" (and some such areas are more restricted than others). To access restricted areas, you either need an escort, or a security clearance or ID of some sort, e.g. an uniform or falsified (or stolen) papers. And a good story in case someone starts asking questions.
    Clearly. But of course it's often difficult to have half the party use that approach (or mobility) and half use stealth.

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Regardless of the approach, it is likely that one or two of the characters in the group are better at the relevant skill than the rest of group. If they choose to don disguises and talk their way in, the party face is going to do the talking while the rest of them keep mum. If they do it the stealthy way, one of them scouts ahead and the rest of them follow. And so on...

    But I don't see a problem there. If the adventure is well-designed, the PCs cannot just use Guile or Stealth at every turn. Rather, they're going to have to use all their skills, and therefore every character gets a chance to shine.

    Anyway, if the playtest proves that Stealth needs fixing, I'll be sure to try what you suggested.

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Count me interested in a playtest!

    I think there might be too many skills given out, though.

    It seems like you get to get decent skill points in all of the skills... maybe give some specialization bonuses?

    Also, I don't think getting stabbed in the leg is an insta-kill, so I'd have an "area map" of where you hit. Torso/head, definite kill. I'd also include conditions, and maybe weapons with special attacks (Saps? Whips? Nets? Tasers? or the like). Very simple system, but pretty robust.
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Kensen View Post
    Hit points (or any equivalent) do not exist - it's usually "one hit, one kill", i.e. very fast and lethal combat.
    ...In my defense, I was really tired last night. Sorry.

    And I kind of agree with SamBurke. All characters seem to be at least pretty good at most skills even at the very beginning of the game. You might want to tone that down a bit, or characters won't have to specialize, which seems to be what you're aiming for. I'd recommend lowering the starting XP to 60 or so, and possibly giving Trained Skills more of a bonus.
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    What will naturally force specialization to some degree is that you usually will use a single skill to solve an encounter, and most adventures will be solvable with more than one skill. On the flip side, you do want some balance, and a more balanced skillset is cheaper per point.

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    I would be interested in playtesting as well on a PbP.
    I would also recomend maybe adding another two skills, and possibly grouping them and and having possible atributes? As simple as a plus 1/2 to one group and minus 1/2 to another.
    Of course, that would remove the simplicity, so feel free to ignore it.
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by SamBurke View Post
    Count me interested in a playtest!

    I think there might be too many skills given out, though.

    It seems like you get to get decent skill points in all of the skills... maybe give some specialization bonuses?

    Also, I don't think getting stabbed in the leg is an insta-kill, so I'd have an "area map" of where you hit. Torso/head, definite kill. I'd also include conditions, and maybe weapons with special attacks (Saps? Whips? Nets? Tasers? or the like). Very simple system, but pretty robust.
    Quote Originally Posted by Laura Eternata View Post
    ...In my defense, I was really tired last night. Sorry.

    And I kind of agree with SamBurke. All characters seem to be at least pretty good at most skills even at the very beginning of the game. You might want to tone that down a bit, or characters won't have to specialize, which seems to be what you're aiming for. I'd recommend lowering the starting XP to 60 or so, and possibly giving Trained Skills more of a bonus.
    Quote Originally Posted by Yitzi View Post
    What will naturally force specialization to some degree is that you usually will use a single skill to solve an encounter, and most adventures will be solvable with more than one skill. On the flip side, you do want some balance, and a more balanced skillset is cheaper per point.
    If you specialize in just three skills and use your xp evenly, you'll get skill bonuses as high as +9 and +8. If you want to play a jack of all trades, all your skill bonuses will be +5 or +6. In D&D, which uses similar action resolution mechanics, a 1st-level character with max ranks in a skill and an ability score of 18 will have a skill bonus of +8 (or better if he has the right feats). So, if the TNs are roughly as high as their D&D equivalents, I don't see a problem there.

    Also, it is reasonable to assume that some characters are experts in their field even before they join the resistance. A 40-year-old resistance fighter who was a locksmith before the resistance war, for example, might have poor Stealth and Mobility but a +10 bonus in Gadgetry and decent Legerdemain. A self-taught ex-burglar and street gang member, on the other hand, would probably be more of a jack-of-all-trades type of a character. He would have decent bonuses in at least Mobility, Stealth, Gadgetry, Awareness and Fighting, and quite possibly also in Guile or Legerdemain.

    When facing an easy challenge (TN=10), untrained characters have a 55% chance of success, skilled (+5 bonus) characters have a 80% chance of success, and expert characters (+10 bonus) have no chance of failure. If critical failure occurs when you fail to check by 5 or more, only unskilled characters have a chance of critical failure. Sounds about right to me.

    Master (+15 bonus) and grandmaster (+20 bonus) level characters can tackle most challenges in their chosen field without even breaking a sweat, but they're in trouble if run into something they cannot defeat with their best skills. A jack of all trades, on the other hand, will probably never reach that level of expertise. The war is over before they can amass that many xp. Both approaches to character building have their advantages and disadvantages, and a group will probably benefit from having both types of characters.

    Laura Eternata suggested that I decrease the xp allowance to 60. What about the rest of you, what do you think would be a good amount of starting xp? Would you also change the cost of gaining the first rank in a skill, or something?

    Targeting body parts or having several attack types sounds like a fun idea, and I had something like this in mind as well. A successful attack vs legs would immobilize the target, an attack vs hands might disarm the target, and so on. And some weapon types would be better for special attacks than others. A glaive or bow, for example, would be well suited for attacks vs the legs, whereas a club would not. These attacks would be useful when you have to capture the target instead of killing him.

    Quote Originally Posted by Eldest View Post
    I would be interested in playtesting as well on a PbP.
    I would also recomend maybe adding another two skills, and possibly grouping them and and having possible atributes? As simple as a plus 1/2 to one group and minus 1/2 to another.
    Of course, that would remove the simplicity, so feel free to ignore it.
    I don't know if attributes are necessary. With such a small skill list, it might just increase complexity. But do tell what skills you would add?

    Quote Originally Posted by Vixsor Lumin View Post
    Hmmm it sounds very fun and interesting. I've never tried PbP so ill probably sit it out but ill definitely be watching it on the PbP thread so maybe ill play next time?
    You're welcome to join the playtest if you wish, or a later game if you'd prefer that. Actually, having a diverse group of playtesters if better than a bunch of "experts".

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Comparing it to DnD skills may not be the best analogy, but I see your point anyway.

    Will you DM the playtest?
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Kensen View Post
    I don't know if attributes are necessary. With such a small skill list, it might just increase complexity. But do tell what skills you would add?
    Lore: Roll to know something rare or unusual. Could also be rolled to deal with any magic the party runs across (I would recomend not letting the party have any magic of it's own).
    Not sure about the second skill. I'll think about it.
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Yeah, it's not like DCs in D&D are perfectly balanced. But it's the system I'm most familiar with, and it's the part of the rules where D&D and Rogue: Clandestine Operations most resemble each other. So I don't have to re-invent the wheel, I'll just use what I like and change what I don't.

    Yes, I intend to DM the playtest, why? The playtest rules won't be perfect, just a first draft, so someone else might interpret the rules differently than I've intended. Of course, I hope that sometime in the future someone else, too, will want to run a game because it'd be cool to be able to play as one of the player characters and see how thing work from a player's perspective. And if you have any ideas for what would make the playtest scenario fun and interesting, please share.

    Actually, if there are more than 4 playtesters (which seems to be the case), there'll be two groups and I'll run the same scenario twice and see how similar or different solutions you'll come up with.

    I actually considered including a Lore skill back when I started designing the skill set. Why I decided against it was that in other games, I've always thought it's odd that it's random whether you know something or not. I thought I'll let the GM decide whether a character knows something or not, based on his backstory - this also rewards players who put effort into writing a backstory. Adding the skill is not necessarily a bad idea, though. It really depends on how often situations where the characters try to recall some obscure lore come up (this is my first criterion for skill selection). Perhaps in a spy/infiltration game, knowing or not knowing something should not determine whether you can successfully complete a mission nor is it a "core competence" of spies/assassins/saboteurs (this is my second criterion).

    I don't know, really. What do you guys think?

    I also thought about adding a Performance skill, but rejected the idea because it's really not one of infiltrators' core competencies. Therefore, it's an RP skill and not something the players should sink their hard-earned xp in.

    Anyway, here's my to-do list of things I have to get done before we can start the playtest. If you have ideas, suggestions or something else to help me with the following, let me know:

    • Expanded descriptions for skills, including examples of what you can do with the skill, TNs for various tasks, or a way of calculating them. For the time being, I'll use DCs from D&D as a guideline. When in doubt, use TN 15 (average difficulty). How you can help: Ask me questions like "If I want to throw an axe, which skill should I use?" and I'll make sure those aspects of skill use will be covered in the playtest rules.
    • Description of how "tactical rounds" work (basically the same as combat rounds in other games, but the rules also apply to situations where the characters are not fighting but timing and distances matter. The description should define what actions you can take during your turn in a tactical round. The basic rule is "you can move and attack". How you can help: Again, ask questions. Like "Would I be able to do this and that in one round." I'll try to write the rules to be so clear that there won't be any need for those questions once you've read the rules.
    • Equipment list and descriptions for standard equipment. How you can help: Tell me what equipment the character you intend to play in the playtest would be most likely to need.
    • Scenario for the playtest. How you can help: Tell me what sort of setting you would like the best (e.g. castle, mansion, urban neighborhood, monastery, theater) and what tropes and themes you would want to see/play (e.g. assassination, rescuing prisoners, cultists, masquerade ball).

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Kensen View Post

    You're welcome to join the playtest if you wish, or a later game if you'd prefer that. Actually, having a diverse group of playtesters if better than a bunch of "experts".
    Alright you've convinced me haha :p id love to join the the playtest (not that it took much convicing the whole idea for this seems really cool)

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    Ogre in the Playground
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    biggrin Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Ok as far as equipment my playtest character intends to use; a small easily concealed dagger, a scarf that can be pulled around the face without obscuring vision to hide isdentity, some form of make up or disguise kit. A scenario for the platest: I think something multi staged, like stealing some papers from a low ranking noble while planting evidence. Then breaking in to somewhere with higher security to assasinate someone high ranked. Round question: would I be able to draw and attack with a concealed weapon in one turn? What about throw it? Non concealed weapon? As for the skills I think that the ones you have are good, but would gadgetry also include McGuyver-ing something up?

    I also love that your rewarding back story in game

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    Bugbear in the Playground
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Quote Originally Posted by Vixsor Lumin View Post
    Ok as far as equipment my playtest character intends to use; a small easily concealed dagger, a scarf that can be pulled around the face without obscuring vision to hide isdentity, some form of make up or disguise kit. A scenario for the platest: I think something multi staged, like stealing some papers from a low ranking noble while planting evidence. Then breaking in to somewhere with higher security to assasinate someone high ranked. Round question: would I be able to draw and attack with a concealed weapon in one turn? What about throw it? Non concealed weapon? As for the skills I think that the ones you have are good, but would gadgetry also include McGuyver-ing something up?

    I also love that your rewarding back story in game
    Ok, scarves and other ordinary clothes/accessories are readily available, so no problem there. The disguise/makeup kit is also ok; you can change your appearance somewhat, and your Guile check determines how well you can pull off your new look. And yes, a small dagger can easily be concealed.

    Equipment generally comes in three size/encumberance categories: small, medium and large.

    Small items are small enough to carry in a pocket. They're easy to hide (in your boot or up your sleeve, for example), and cause no Mobility/Stealth penalties if you carry them on your belt. Example: Dagger, roll of lockpicks. Drawing a small item takes no action if you're carrying it on your belt, on a bandolier, or similar easy to reach place. If the item is concealed, however, it takes a TN 15 Legerdemain check to do that. A sheath specifically designed for that purpose (a wrist sheath, for example) decreases the TN to 10.

    Medium items can be carried in a backpack without penalty, but carrying them on your belt causes a -1 Mobility/Stealth penalty. Drawing a medium item from a sheath takes an action, or at least one full round if you retrieve it from your backpack. Example: Grappling hook, Short sword & sheath.

    Large items are too big to carry in a backpack. They can only be carried in your hands, or a sheath/holster specifically made for them, but the latter causes a -2 penalty on Mobility/Stealth. Drawing a large item from its sheath takes an action.

    You have two actions per round, so you can, for example, move and throw a dagger, or draw a sword and attack. Sometimes you don't have to spend an action if you roll high enough in a particular skill. For example, if you're running down a corridor, you can make a DC 20 Mobility check to make a somersault and pick up something on the ground without stopping. During the playtest, you can just ask me "can I do this" and I'll give you the TN.

    Yes, you can do some McGyvering with Gadgetry.

    Thanks for the ideas for the scenario.

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    Ogre in the Playground
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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    How often is the ability to skip using an action going to come up? Are there things we have to spend two actions on? Does it take two to pick a lock? Does loading a crossbow count as an action? You said in an earlier comment that team work was more important than maxing out fighting, so is there a way we could use our actions at the same time?

    I don't think it would work in the middle of combat but maybe for a tactical round. Say Shawn and Azoth are hiding on either side of a hallway with a rope between them but its laying slack on the floor. Could they both use an action to pull on it and clothesline the guard coming down the hall?

    You wanted descriptions and ideas for standard equipment right? Well since I think most of the gear a character would want would be specialized for the mission, what if you just say if the Quartermaster has it or not? The only things I think everyone will have is: clothing, a weapon (bow, sword, dagger, sap) and maybe some rope or something. The rest is specilized equipment. The grappling hook for the Mobility ninja, longsword for the former soldier who specd in Fighting. Lockpicks for the Legerderman(sp?) Theif. Things like that, if you want to stay light on your feet then you carry your gear that you need and have everyone else do the same

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    Default Re: (New RPG) Rogue: Clandestine Operations (comments are welcome)

    Will there be some form of parry or counter-attack rules? I ask because when I think about this game, two things that come up immediately are Assassin's Creed and Splinter Cell. Both these games portray a cunning rouge who fights by attacking the unaware, and dodging the attacks of guards.

    Perhaps a rule where, if a Fighting check is missed by a certain amount (I'd say if you miss by an amount greater than your opponent's armor) your opponent gets a bonus to their next Fighting check against you?

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