03-17-2010, 01:38 PM | #151 | ||
Join Date: Oct 2005
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Re: Danger Sense in Dungeon Fantasy
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A PC walks into a room containing a trapped chest. Danger Sense pings if he indicates intention to manipulate the chest or is in the blast radius when somebody else triggers the trap. Danger Sense pings before the PC walks into the room with the sleeping monster. Danger Sense would ping if the PC makes any intention to go through either one of the doors (aside from the one he came in probably). It shouldn't matter if it's orcs without current intent or a rock trap without current intent. Either will be a danger.
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03-17-2010, 01:40 PM | #152 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Danger Sense in Dungeon Fantasy
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Yes: there's a dangerous monster in the room. Danger Sense sometimes provides redundant information. Yes, possibly: to me, this is similar to Kromm's example of two doors. The PC can take action that would expose himself to danger. Now I personally wouldn't roll Danger Sense until the PC tried to open the chest (or was in the blast radius of the trap if someone else tried to open it), or people started making noise, or people tried to open the door. But I also wouldn't let people take back their behavior based on the Danger Sense warning. In my view, Danger Sense doesn't let one avoid setting off a trap or ambush, it just puts in a better position to dodge the first wave of attacks. |
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03-17-2010, 02:22 PM | #153 | |||
Join Date: Sep 2007
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Re: Danger Sense in Dungeon Fantasy
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Tags |
advantages, dungeon fantasy, kromm explanation |
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