The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Danger Sense (Improved)
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Danger Sense (Improved) Goto page Previous  1, 2, 3, 4, 5  Next
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 21, 2011 12:19 pm    Post subject: Reply with quote

garhkal wrote:
What i am not understanding though is, if he is getting to act 1 round PRIOR to the 'ambusher', how is initiative even a concern?


My basic idea is that I want to maintain the idea of the Jedi always having initiative in the round the attack occurs (even though he has to roll a little higher for it). I just loosened up the wording somewhat as a catch-all to include more convoluted attacks that might take more than one round to complete.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14359
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Jan 21, 2011 6:40 pm    Post subject: Reply with quote

Why not just say that if the jedi successfully id's the danger, he gains initiative over his attacker in the round the attack occurs...
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 21, 2011 7:49 pm    Post subject: Reply with quote

garhkal wrote:
Why not just say that if the jedi successfully id's the danger, he gains initiative over his attacker in the round the attack occurs...


<shrug> That's as good a way to word it as any.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Tue Jan 25, 2011 1:19 pm    Post subject: Reply with quote

Regarding the re-edited Danger Sense, why not just use a single roll?

Simple success allows the Jedi to Detect Danger and a success roll of +15 (or something) over the difficulty allows the Jedi to Identify the danger.
Back to top
View user's profile Send private message
ZzaphodD
Rear Admiral
Rear Admiral


Joined: 28 Nov 2009
Posts: 2426

PostPosted: Tue Jan 25, 2011 3:11 pm    Post subject: Reply with quote

Bren wrote:
Regarding the re-edited Danger Sense, why not just use a single roll?

Simple success allows the Jedi to Detect Danger and a success roll of +15 (or something) over the difficulty allows the Jedi to Identify the danger.


Im all for keeping things simple. Add to this that you roll the Sense test at the moment of danger so the Jedi cant count on exactly how much information (if any) hell get.
_________________
My Biggest Beard Retard award goes to: The Admiral of course..
Back to top
View user's profile Send private message AIM Address
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14359
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Jan 25, 2011 7:48 pm    Post subject: Reply with quote

I could see that. Or hows about a tiered initial number.
The closer danger is (eg if i have a bomb in your landspeeder set to go off in 3 hrs, versus i have a .50 cal sniper rifle trained on your head), the lower the initial roll is.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jan 25, 2011 8:24 pm    Post subject: Reply with quote

garhkal wrote:
I could see that. Or hows about a tiered initial number.
The closer danger is (eg if i have a bomb in your landspeeder set to go off in 3 hrs, versus i have a .50 cal sniper rifle trained on your head), the lower the initial roll is.


Two rolls down to one roll works for me. How many tiers are you thinking, what would their difficulty levels be, and what would be the knowledge gained at each tier?
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14359
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Jan 26, 2011 5:58 am    Post subject: Reply with quote

Danger / roll
Immediate (next 1-3 rounds) - 10
Not too distant future (4 rounds to 2 minutes) - 15
Not to distant future (2 min to 2 hrs) - 20
Distant future (2 hrs to 2 days) - 30
Days to weeks add 10
weeks to months add 10
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jan 26, 2011 10:26 pm    Post subject: Reply with quote

garhkal wrote:
Danger / roll
Immediate (next 1-3 rounds) - 10
Not too distant future (4 rounds to 2 minutes) - 15
Not to distant future (2 min to 2 hrs) - 20
Distant future (2 hrs to 2 days) - 30
Days to weeks add 10
weeks to months add 10


I was thinking more along the lines of how to apply it to my proposed skill, as in how much information the Jedi would gain about the attack, depending on his skill roll.

Also, I can't recall any instances in the canon where Danger Sense predicted danger anything more than hours in advance...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14359
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Jan 27, 2011 2:44 am    Post subject: Reply with quote

Well. you was on about danger sense also notifying you of more obscure threats (its not us its the mission master)...
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Jan 27, 2011 10:34 am    Post subject: Reply with quote

garhkal wrote:
Well. you was on about danger sense also notifying you of more obscure threats (its not us its the mission master)...


Even with that, the danger was still only minutes away, and not fully formed (i.e. Sidious hadn't yet ordered the Neimoidians to kill them). Nevertheless, the potential danger was there, and Obi-wan picked up on it, but not enough to truly recognize what it was.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Sep 19, 2012 2:33 pm    Post subject: Reply with quote

I had a brainstorm on this one.

I'm thinking of having Sense be stacked with Perception for initiative rolls, with situational modifiers applied, such as a -4D penalty for what would normally be a surprise attack. The number by which the Jedi beats his opponent for initiative would then dictate the number of Sense dice the Jedi can use to respond to the attack.

For instance, a Jedi with 9D Sense and 3D Perception rolls initiative against a Bounty Hunter with 3D Perception who is attempting a surprise attack (+4D bonus). The Jedi rolls a 48 versus the Bounty Hunter's 29, for a success total of 19. Converting 19 into dice and pips results in a total of 6D+1, so when attempting to react to the Bounty Hunter's attack (parrying a blaster bolt with his lightsaber), he can only roll a Sense bonus of 6D+1 to parry, not his full 9D.

This would tie into some other house rules I'm using, specifically having the Force as an attribute, so that a Sense total of 9D is more easily attainable by lower level characters. The idea here is having Danger Sense actually be fallible, such as being subject to MAPs and other situational penalties, so that only the really high-powered Jedi (like Yoda) would have the near-infallible danger sense as described in the RAW, while lower level Jedi could still potentially be surprised and/or ambushed.

Thoughts?
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14359
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Sep 19, 2012 4:40 pm    Post subject: Reply with quote

So even a low level jedi who bumped his perception up as well, could consevably block all attacks/any attack? Are they impinged by maps too? As that 9d/3d S/P was not taking into account he would need to have danger sense up as well as lightsaber combat to block the bolt.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Wed Sep 19, 2012 5:15 pm    Post subject: Reply with quote

How about the Jedi substitutes his Sense for his PER instead of stacking? That way fledgling Jedi don't get uber PER.

But the Jedi could use his Sense to detect things that he couldn't notice with his normal senses, like Stormtroopers hiding behind a door, or a bomb in the room.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Sep 19, 2012 6:31 pm    Post subject: Reply with quote

He'd only stack Sense with Perception for initiative, so über Per wouldn't be an issue. Plus, I'm still working on situational modifiers to more subtle or indirect threats, in addition to MAPs for threats from multiple sources at once.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Goto page Previous  1, 2, 3, 4, 5  Next
Page 4 of 5

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0