11-19-2019, 01:51 PM | #11 | |
Join Date: Oct 2014
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Re: On-hand items
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Most PCs have exactly that as a job description. Most players sitting around that table playing these PCs do not. I have a strong policy as a GM that "what is written on your character sheet, filtered through common sense, is the last word, and if that's not enough I will split the difference with an appropriate dice roll". If your character sheet says "Tactics: 25" and "Soldier: 25", your character does not die because he opened a door wrong in the middle of a zone he knows is a hot zone just because you didn't say you opened the door without standing in front of it. Your character does not fail to account for enemies mouseholing just because you are not an avid R6S player and thus thought walls were impassible (if you have a breaching charge, they aren't). Your guy is a genius tactician and expert soldier, he simply doesn't die from a rookie mistake he would logically know not to make just because you as a player aren't any of these things. Now if your guy is facing exotic enemies with exotic abilities that he has been briefed about, I'm just gonna roll against his tactics skill with penalties for really exotic abilities if you have made a glaring oversight and you can retroactively prepare against them because, again, that guy with proper intel won't make these mistakes (that guy, even at -10 to tactics, has an 80+% of success). If he doesn't have the relevant intel, you're SOL. Bottom line? Your guy who has been doing that gig for 5 In-Game years logically knows how to do that gig. He knows the ins and out of it. I don't want to see a character who's supposed to be a pro fail by making a rookie mistake just because the player is a rookie. To me, the guy who's been doing that gig for 10 years with great success, with high stats and skills to prove it, making a rookie mistake that got him killed because the player is an office worker working a normal 9-to-5 office job, is kinda like handing the guy who plays a lvl 7 D&D rogue a training rubber knife and asking him to backstab you, and denying him his in-game sneak attack because despite his character qualifying for it, well the IRL guy has no idea how to wield a knife IRL and couldn't make a convincing show of stabbing you with a training prop. |
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11-19-2019, 02:43 PM | #12 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: On-hand items
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In a modern campaign, I would be more generous because modern detritus is small and versatile. If I were designing a PC where I wanted this to be a specific feature, I would take some version of gizmo or ask the GM if I could purchase a "Macgyver Kit" to add to my inventory, depending on the value and versatility I was looking for. |
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11-19-2019, 03:46 PM | #13 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: On-hand items
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That said, I'd not be allowing finding smokes - in my experience non-smokers never 'accidentally' have smokes on them, and smokers always know if they do and if they've a restricted income exactly how many. That might be different in a time when huge numbers of adults smoked and it was very cheap, though.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 11-19-2019 at 03:51 PM. |
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11-19-2019, 05:43 PM | #14 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: On-hand items
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But then I'd also charge myself a Perk for "probably having a [Cheap, Not Immune to Searchers, Gizmo] on me" at all times. |
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