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Danger sense??
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lurker
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PostPosted: Mon Jan 27, 2014 3:22 pm    Post subject: Reply with quote

garhkal wrote:
Good answer lurker. AS a related q for ya.. Do you 'grade' the level of information DS gives based on how well they rolled?
Say barely beat the diff, they know danger is coming but just not what type.
Get 4-8 more, they know the general direction and type (ranged attack, explosive etc)..
and so on?


Again, with my admitted limited experience with force rules, I think I would upgrade the info based on the roll. As such a barely passed roll would let you know something was up and to be on your toes, but not exactly what or with enough time to make a good plan. A heroic success would give you a feeling that the sniper is in fact on the grassy knoll and you have a chance to put together a quick plan on how to defeat him before he pulls the trigger.

Oh yeah, I'd also default to a habit I have from back in the day GMing AD&D. I'd have them roll the danger sense well before it became a factor in the game, along with a few other random rolls that may or may not effect the game. That way, the player and the party aren't alert to the danger around the corner because you have them toss some dice right then and there. Sort of like having a thief roll for finding traps (with or without him knowing it) at the first of the game when nothing is going on. Then when he is in a place that he might notice the trap, but the party isn't aware they are truly in danger, he already has his roll for success failure. That way if the player failed, they stumble into the trap. If he succeeded, he noticed the trap, and now it is up to him if he warns the party in time, or lets the Paladin on point (who is soooooo good that he rubs the thief the wrong way and just needs to be taught a lesson about not being on said thief's bad side) take that next step that will put him in the pit trap. Wink




Quote:


As a related q. For those who DO have pc force users walk around with DS (and possibly other force powers) kept up, do you make it easier for enemy force hunters to track/locate them?




For DS, I'm not sure. If you see it as passive and they just get a 'spider sense' then no. If you have it more active and need to be focused to be up, then yes.

Other powers, especially more active ones, for sure yes..

Now, and this may be chasing a rabbit down a side trail, what skill/power can a Jedi use to diminish/ hide their force 'footprint' and make it harder for force hunters to track them?
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garhkal
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PostPosted: Mon Jan 27, 2014 5:33 pm    Post subject: Reply with quote

I can't remember ever reading any powers that did that other than some fan made ones..
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DougRed4
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PostPosted: Tue Jan 28, 2014 3:32 pm    Post subject: Reply with quote

garhkal wrote:
As a related q. For those who DO have pc force users walk around with DS (and possibly other force powers) kept up, do you make it easier for enemy force hunters to track/locate them?


It's a good question, and one I hadn't considered before (the nighthunters being the first FS predator I've used, as far as creatures go).

I'd be inclined to view Danger Sense as pretty passive, like vanir suggests, though I suppose a slight bit of Force emanations would result, IMV, being as they are still using the Force.
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DougRed4
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PostPosted: Tue Jan 28, 2014 3:40 pm    Post subject: Reply with quote

I can't recall reading any abilities or powers that did that, either, though it would make sense.

@lurker: I like your 'pre-rolling' that you do. I do something similar, but still a little different. I just occasionally have the PCs make a roll (for things like Perception, or to detect potential danger) just as they're walking along.

By doing this occasionally, the players never know when it's something important or not. That way they're less likely to metagame and spend a bunch of CP on their Perception roll, only because the're aware that the party is about to face a major adversary.
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PostPosted: Tue Jan 28, 2014 4:03 pm    Post subject: Reply with quote

I have a Danger Sense update that I'm currently stalled on. Key points:
    1). It takes away the "automatically aware of attacks" line and replaces it with a open ended bonus to initiative, with indirect and/or convoluted attacks being more difficult to detect.
    2). It does allow the character to automatically sense danger, but at lower levels, they are more likely to dismiss the feeling of danger as "nerves".

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vanir
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PostPosted: Wed Jan 29, 2014 3:33 am    Post subject: Reply with quote

I like the way it is in RAW because it pretty much matches things like martial arts or trained warrior abilities in fiction, and it's kinda easy to roleplay for PCs because it's just like say, Jason Bourne walking into a trap, you just know he'll sense something and/or see something to put him a step ahead, and he does, consistently enough to count on and use as a combat tactic. That's pretty much danger sense in RAW. Other Force users get to roll against it, it's only an auto-benefit against non-Force users.
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CRMcNeill
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PostPosted: Wed Jan 29, 2014 5:55 am    Post subject: Reply with quote

That may be, but it doesn't match the way danger sense appears to work in the canon, where characters can sense danger yet not be able to sense its source.
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atgxtg
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PostPosted: Wed Jan 29, 2014 12:12 pm    Post subject: Reply with quote

crmcneill wrote:
That may be, but it doesn't match the way danger sense appears to work in the canon, where characters can sense danger yet not be able to sense its source.


I probably mentionted this before, but there is another RPG that uses a Sixth Sense ability that I think might work well for Danger Sense.

First off the Sixth Sense ability was used to allow the player to dectect theats of some sort when the character had no real reason to notice. For instance, if there was a bomb hidden in the table, the PCs would have no reason to suspect it and little chance if any to spot it. So it wouldn't be a PER/Search roll.

Secondly, the ability was rolled secretly by the GM, not at will by the player. So it was kinda always up, but the player never knew if there was not danger or if he just missed the roll, until later.

Thirdly, the difficulty of the roll could vary, based on how easy or difficult it was to sense the danger. Most rolls were at standard difficulty, but in Star Wars, I could see this coming into play when strong Force users are about.

Lastly, the amount if information revealed varied based on the result of the die roll. A marginal success would just give the PC a feeling that something was wrong, but not what. The typical "I got a bad feeling about this" classic line from Star Wars. Better rolls netted the character more information, with a really great roll spelling it all out for the character.

I think something along those lines might work for Star Wars. It looks like it has the right feel of the films, is useful, and yet not as overpowered as the RAW.
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CRMcNeill
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PostPosted: Wed Jan 29, 2014 12:24 pm    Post subject: Reply with quote

You and I are thinking along similar lines. I'm away from my computer at the moment, but I will see if I can find a link to the thread where I have most of my concepts posted.
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lurker
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PostPosted: Wed Jan 29, 2014 12:56 pm    Post subject: Reply with quote

ATG I like the idea of that. My 1 question, what about a player wanting to use CPs to increase the roll?

Could you, at a critical juncture if they had boloed the DS you rolled secretly, then have the player roll a DS roll normally and be able to spend CPs if needed. But then, even if it is a heroic success, only give them an "I have a bad feeling about this" a second or 2 before it happens? Yes, it doubles the chance of the character getting a success (your secret roll, and then the player's if your GM roll failed) but the second success will never be as useful as one that you roll in secret ...

I admit this is a problem with how I picture the sense too, so I'm not arguing against your idea. I guess it is more like looking at it from a different angel and trying to figure out a way to improve my idea too ...
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shootingwomprats
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PostPosted: Wed Jan 29, 2014 3:53 pm    Post subject: Reply with quote

I gave this some "love" in this weeks SWR episode. Let me start with the proposed mechanic.

Danger Sense: when presented with a situation that would be dangerous and important to the PC(s) secretly make a Very Difficult Perception roll. If successful tell the player they have "a bad feeling" about something. Make it nebulous (non-specific) but important to the plot.

Now let me explain why I would not use it. Though one could argue that by cannon the PC's have "had bad feelings" about something without specific knowledge that they were in danger, I hardly think this is something that should be given a mechanic in the game.

They never get a "bad feeling about this" prior to am ambush or when getting ready to perform an action. In fact the only time they get the "bad feeling" is just before the introduction of some plot device.

That is how I would handle it. Something to tie a plot item into the story and then back to the Star Wars movies. There is absolutely no need for a mechanic for this. In fact I think its just an unneeded, krunchy, munchkin idea.
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PostPosted: Wed Jan 29, 2014 3:56 pm    Post subject: Reply with quote

FWIW, my players regularly say "I have a bad feeling about this!" in our games. It probably comes up once a session, and not the same person, either (and not necessarily right before something significant happens).
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PostPosted: Wed Jan 29, 2014 4:26 pm    Post subject: Reply with quote

Well in my game its not officially a game until someone gets called, "Rebel scum".
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garhkal
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PostPosted: Wed Jan 29, 2014 6:14 pm    Post subject: Reply with quote

lurker wrote:
ATG I like the idea of that. My 1 question, what about a player wanting to use CPs to increase the roll?

Could you, at a critical juncture if they had boloed the DS you rolled secretly, then have the player roll a DS roll normally and be able to spend CPs if needed. But then, even if it is a heroic success, only give them an "I have a bad feeling about this" a second or 2 before it happens? Yes, it doubles the chance of the character getting a success (your secret roll, and then the player's if your GM roll failed) but the second success will never be as useful as one that you roll in secret ...

I admit this is a problem with how I picture the sense too, so I'm not arguing against your idea. I guess it is more like looking at it from a different angel and trying to figure out a way to improve my idea too ...


So they could get 2 chances to 'sense something wrong'. The DM's hidden one and the one they activate.
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shootingwomprats
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PostPosted: Wed Jan 29, 2014 11:40 pm    Post subject: Reply with quote

Might as well just tell them they are in danger instead of repeatedly rolling for it. Seriously, if you want them to have a chance to detect danger, just roll a D6 and if a 1 comes up they sense something. There does not need to be a mechanic for this =)
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