rv
Puny Human
Posts: 9
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Post by rv on Jan 17, 2016 18:28:36 GMT -5
Hi again,
I saw in the rules an example of Gambit trying to pickpocket (difficulty = agility of target) but I have some trouble figuring how to play the "perception" of a target. For example a character trying to sneak behind another (just to spook him of course) or someone trailing someone else. I thought that I could use Intelligence but as this attribute may be easily very high it doesn't seem a good idea. Maybe giving a fixed value (1 or 2) for characters without enhanced senses ?
Thanks !
regards rv
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Post by Neros on Jan 18, 2016 5:41:13 GMT -5
As fare as I've interpreted the rules; Agility is the default when using the Action "on" a person. If you are sneaking around or similar, it should be Intelligence that determined the Difficulty. But the default Difficulty can be increase if the target is spending stones into a fitting Action or Ability. However, using and Ability instead of a Action is harder as per the Situational Modifiers table. So using Intelligence would be harder than using Black Ops or similar. Example Gambit has entered the compound by stealing a key from a security guard. Inside he finds another guard going through his route, keeping a watch out for intruders. So Gambit places 3 stones into Thieving to attempt to get past him. The guard has an Intelligence of 2 and is currently placing 2 stones into Black Ops to stay ready and alert, which brings the Difficulty up to 4. As Gambit runs through the dark corridors, he suddenly hears the sound of an alarm going off and the shouts of the approaching guards.
But generally, I always felt that these actions where very hard to use because of this system. The targets has a constant defense against it and may place extra stones to increase it. This is even further complicated by Animal Senses which is VERY cheap for an "Always On and stacks with other Actions" modifier.. I have been thinking about making it not stack with other things (even the Default Resistance).
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Post by kito on Jan 18, 2016 13:48:21 GMT -5
Example Gambit has entered the compound by stealing a key from a security guard. Inside he finds another guard going through his route, keeping a watch out for intruders. So Gambit places 3 stones into Thieving to attempt to get past him. The guard has an Intelligence of 2 and is currently placing 2 stones into Black Ops to stay ready and alert, which brings the Difficulty up to 4. As Gambit runs through the dark corridors, he suddenly hears the sound of an alarm going off and the shouts of the approaching guards.
or you can give gambit +1 sit for being in the (Darkness) and +1 for (Master Thief) if say his thief skill is 2 or more higher then the Guards Black ops giving him a total of 5 vs the guards 4 getting threw unnoticed I have never counted animal scene with "searching" modifiers unless there relevant so if you up wind or counseling yourself in some way (even wolverine gets surprise) but you can always make better house rules to deal with any problems you face so the game feels fair to you.
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Post by Neros on Jan 19, 2016 4:56:56 GMT -5
I did not want to take into account situational modifiers in my example, but yea, the darkness would defiantly be a situational modifier. But if we are talking specialties as well, I am pretty sure the guard would have one in the lines of "Keeping an eye open for pesky intruders". So he would also gain a bonus
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Post by kito on Jan 19, 2016 18:22:16 GMT -5
defeated buy my own situation mods T_T o the cyberhumnaity
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Post by Neros on Jan 20, 2016 4:13:01 GMT -5
Well, Gambit would still have the darkness modifier and I think the Guard has to beat his "stealth" to spot him... Hmm.. How about a "Spotting intruders in darkness" speciality?
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Post by kito on Jan 20, 2016 9:02:30 GMT -5
idk in both cartoons and comics guards are normally bad at there job, in my games i general only use int or 1 right action ( like black ops or security guard) unless there on alert then they use both, unless my players start getting lazy then I might throw in a guy on his first day so he is trying. but I mean you can make super guards and force you player to spend like stones a panel if you really want i mean if they find them they might not even report them. www.youtube.com/watch?v=pMd4S-LkywI
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Post by Neros on Jan 20, 2016 14:15:41 GMT -5
Its all a matter of taste and how the GM wants the game to flow And I think that was a very fitting clip considering the subject
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Post by kito on Jan 20, 2016 14:44:19 GMT -5
i just like the clip still makes me laugh
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rv
Puny Human
Posts: 9
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Post by rv on Jan 25, 2016 13:44:30 GMT -5
Hello Thanks to you two for your answers
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