I'm looking into creating a heist/thief pen and paper game. A small team of players will get assigned jobs to infiltrate various locales, sneak past traps, guards, rob jewelry right off an aristocrat's neck, etc. I got the idea after playing a zombie survival After the Bomb (Palladium) campaign with some friends that didn't involve a whole lot of combat and really enjoyed myself. I thought it would be fun to have a game that focuses more on puzzles, skills and sneaking.The thief video games have also provided quit a lot of inspiration as well, just to give you an idea of what direction my thought process is leaning toward.
I would like to include a lighting system (different levels of light result in different probabilities of getting caught), a fair amount of flexibility in terms of gameplay (running on rooftops, mansions with secret passages, disguises at a social function, breaking into a bank vault), the encouragement of sneaky combat (assassinations or knocking out opponents more successful than head to head fights), and a minimal use of magic (no spells cast, just potions and magical gadgets).
I was just wondering what other people's suggestions are as to what system would be the best to build upon. I am only familiar with D20 3.5 and Palladium. I've been leaning toward the Palladium system since it's more skill based and I prefer the combat (when it's balanced) to the combat in D&D. However, before I start working on something like this, I figured I would ask around and see if anyone could point me toward a different system that would better suit my needs.
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The downside to ORE is that it can feel like it's really restricting your stat ranges, sometimes.
Games like Wild Talents work around the limitation quite nicely, but I consider it a small negative that's shared by almost all dice-pool type systems.
I host a podcast about movies.
I was thinking exactly this. Shadowrun, sans magic and cybernetics, makes for a very good heist game. (that said, you will be rolling a LOT of dice)
If you want do simulate lighting on a map, you can use some of the blast templates that are sold for wargames. A cone template (like this):
might make a good way of tracking a spotlight.
the "no true scotch man" fallacy.