Me and my playgroup has had a few different spy characters in our campaign. (zero point <3)
But we can never agree on what the espionage skill actually does. So please help me wrap my head around this extremely vague skill.
Is it an umbrella skill like fieldcraft and close combat? and if it is, what skills does it cover? Lockpick? Forgery?
Is it merely an extremely vague skill that either covers only fringe cases or is extremely potent in the hands of the creative?(which will totally eclipse most other clandestine skill)
How does your groups deal with this skill? How did the creators of this magnificent game envision it?
This also to a small degree applies to fieldcraft, and close combat (aand in my group survival, although this is only due to a presuasive player and a kind GM)
Thank you for your time :)
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