01-08-2021, 03:04 PM | #51 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: The Modern-Day Party: Fighter, Cleric, Wizard, and Rogue
Me an my group don't run campaigns that I consider super combat heavy, but nevertheless, it's rare that any of the PC will lack combat competence. No-one wants to be useless when the S is hitting TF. So everybody is a Fighter, though specializations will vary.
Then on top of being fighty, everyone can have their schtick, which each tend to revolve around one or two Talents: Fighter/Artificer/Tech, Fighter/Medic/Driver, Fighter/Face/Operative, etc. Also in our games it is rare that there won't be someone with a minimal ability to back up any function. Of course, this only works in games where supernal hyperspecialization is not the only way to succeed. Which is why I don't play D&D. |
01-08-2021, 03:54 PM | #52 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: The Modern-Day Party: Fighter, Cleric, Wizard, and Rogue
Quote:
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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01-08-2021, 10:14 PM | #53 |
Join Date: Sep 2019
Location: UK
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Re: The Modern-Day Party: Fighter, Cleric, Wizard, and Rogue
I'm not so sure - if that was a large part of the action, the other characters would be a bit left out; it might be better for all the characters to have hackerly skills in varying degrees and specialities, just as in many games they all have at least some kind of combat skills.
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
01-08-2021, 10:23 PM | #54 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: The Modern-Day Party: Fighter, Cleric, Wizard, and Rogue
I've read where some Shadowrun groups have the hacker/runner be an NPC that they hire for runs.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
01-08-2021, 11:32 PM | #55 |
Join Date: Feb 2016
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Re: The Modern-Day Party: Fighter, Cleric, Wizard, and Rogue
In Shadowrun 4e, hackers were much more active than the other editions, so they tended to be quite fun because they were in the action with everyone else. A good eight person crew was one conjurer, one sorcerer (the blaster, the detector, the healer, the illusionist, or the manipulator), two combat specialists (one close combat and one ranged combat), a face, a hacker, an infiltrator, and a rigger. The rigger and the summoner exists for crowd control, the face, hacker, and infiltrator exist for gaining access and information, the combat specialists exist to draw aggro and kill things, and the magician is the wildcard.
Now, the hacker and the rigger could overlap, as could the conjurer and the sorcerer or the close combat specialist and the ranged combat specialist, but you rapidly run into issues with the action economy. In Shadowun 4e, it was better to run with a crew than a team, but it is hard to get eight people to run together, so you tended to end up with a few NPCs. In general, I found that it was good to have the NPCs being opposites of the PCs in order to produce a contrast that let everyone shine. |
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