Post by jazzs3quence on Oct 11, 2010 6:45:55 GMT -8
so we've been watching Leverage, which is on TNT. It's mostly fluff, and has no plot arc whatsoever, but it deals with a team of cons who pull Robin Hood grifts against people who have screwed over normal folk, delivering payback (either in a monetary or retribution form). This show poster suggests some alternate classes that I'm considering adding to The Long Con. Some of these overlap with existing classes (particularly The Brains), but anyone have feedback on any of the others?
The Hitter -- could be a generic fighter class, though I'm reluctant to get into that in this game...I'd like to keep it more cerebral if possible...
The Grifter -- I have no idea how this would fit in LC considering everyone is a grifter, that's the point...
The Hacker -- sort of like The Fixer but with more of a tech focus. This and The Thief are the ones I'm most seriously considering. Of course, The Hacker would require all sorts of new rules (for hacking).
The Thief -- this might be called something else, not sure, but how this is played in the show is that she does all the Tom Cruise in Mission Impossible stuff like dangling from the ceiling to grab the diamond or squeeze through the air ducts or pick the locks or whatever.
Well when you get down to it, due to the way free stat allocation works, there really isn't any structure in place to accommodate 'classes' per so. Your role is determined solely by what skills/attributes you take, so it seems like the current class definitions serve more like guidelines or templates that let the players know what the usual roles for people on a team would be, so they can pattern their character after one.
If you wanted to assign a rigid class structure and perhaps assign bonuses or penalties for skill allocation, cross-class skills, etc, then choosing a class would have more of an effect, obviously, but I don't think that's the way you were intending on going with this.
But anyway, if you were going to add more class templates, then Thief might be a good one, definitely, especially if you added some additional Skills to cover more running-juming-climbing trees aspects. Athletics, Acrobatics, etc. I guess Sneak would be a primary skill as well.
Hacker is a little stickier, as it could technically fall under the tech skill.. I guess it comes down to how often the specific skill would be used and how necessary it is. (and wether you want to write a bunch of rules for it, as mentioned. )
As for Hitter, I think it goes against the stated objectives of the game, so, mleh.
Post by jazzs3quence on Oct 12, 2010 19:04:09 GMT -8
well said and thx.
when I came up with the list of Skills, I decided on 20 as being the number, so as not to bog things down too much. I shifted things around to make room for Research and Dirt. I'm loathe to add more, but I could potentially combine those two into one Skill and add Acrobatics or something similar (I'm not entirely sold on Acrobatics, per se, but certainly something more physical...Agility maybe...).
It's kind of funky calling your Hacker a Fixer or vice versa and there is quite a bit of crossover. On the other hand...maybe not...I mean, a Fixer is more hands on and big on connections -- he knows everyone and can gather enough extras to pull off a big show. A hacker is like the opposite of that, works alone, away from people. A fixer could be electronically and/or technologically-inclined, but doesn't need to be. Similarly, maybe a hacker is mechanically inclined, but probably not outside of the realm of computers or, as Hardison said in the episode of Leverage we watched last night, "whatever I can Google in the next five minutes." I also don't necessarily think that if you had a hacker and a fixer that you'd end up with overlapping duties. It would be interesting to see what happened if we had that sort of configuration...hmmm....((rolls up a new npc...j/k...maybe...))