07-31-2009, 03:40 PM | #41 | |
Join Date: Mar 2008
Location: Dallas, TX
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Re: Danger Sense in Dungeon Fantasy
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Note also that Bruno's example has multiple dangers, and even a successful roll won't specify what they are, or how many. |
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07-31-2009, 03:42 PM | #42 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Danger Sense in Dungeon Fantasy
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Another reason I disagree is it behaved exactly how Rogues with 'Find Traps' are normally handle in the same things. Rogue ARE mine sweepers like that. Even more so Spell-Thieves. |
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07-31-2009, 03:46 PM | #43 | |
Join Date: May 2008
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Re: Danger Sense in Dungeon Fantasy
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Fifteen points is actually quite a lot for an advantage. For that much, you could (literally, in GURPS) walk on water. (Walk on liquid, cost 15, B97.) So it should get you something, but it shouldn't be game breaking. I'd propose that it works like this: DS warns you of imminent danger, not potential danger. Thus, (1) It is not an early warning system for your actions. If you go to pick up the trapped dagger, DS tells you nothing . . . until after you pick it up. (2) It does warn you before the hidden assassin looses his bolt, but only barely -- again, when the danger goes from potential to actual, and the assassin's finger is triggering the release. (3) It does warn you when someone else goes to pick up the trapped dagger, but again, only at the point when the danger has moved from potential to imminent. "Wait! Don't!" DS Savant calls out, but it's too late, as Moe has already pushed the lever. DS Savant gets a fraction of a second warning more than others might to respond to the danger, but not to prevent it from happening. Those who want some prospect of detecting potential danger should pony up the extra 10 points for Precog. How does that sound? (EDIT: This does mean there are situations -- when the imminent danger is unavoidable -- that DS does you no good: the ceiling collapses the instant the trapped dagger is touched. TPK. Such is life. A perfect defense should cost an awful lot more than 15 points.) |
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07-31-2009, 08:57 PM | #44 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Danger Sense in Dungeon Fantasy
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07-31-2009, 09:34 PM | #45 |
Join Date: Aug 2004
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Re: Danger Sense in Dungeon Fantasy
The problem with the "It's always on till you leave the dungeon" solution is that you pretty much have to either apply it unfairly so the non-abusive isn't hosed or respect the fact that 15 CP was spent on the advantage and the player's character has some benefits due him.
When in doubt use the RAW. And the RAW is specific: the GM makes secret Per rolls when a dangerous situation exists. The occasional situatations where a player tests a cursed item with Danger Sense should be drowned in a flood of potentially dangerous situations in a DF setting. He avoids the cursed item IF your secret roll says he made his perception. Mean is to make random rolls behind the screen and mutter 'Nothing Dangerous' to the player and let his own paranoia devour him.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
07-31-2009, 11:02 PM | #46 |
Join Date: Apr 2006
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Re: Danger Sense in Dungeon Fantasy
The way I read the advantage, it would work fine for dungeon traps and cursed objects.. but there's no reason why the GM needs to be terribly detailed about the nature of the danger. Say you're walking along a dungeon corridor when it goes off: is there a monster lurking around the next corner? Or is it a trap? What kind of trap? Pit with spikes? Hidden crossbow? Magic death rune? You don't know. Or maybe there's no trap per se, but the roof is unstable. Or a torrent of water is about to flood the corridor.
Likewise, suppose you reach for an ornate dagger on an altar when it goes off. Is it cursed? Or is the altar trapped? Or is there a giant spider getting ready to drop on you? In any case, knowing about the danger doesn't tell you how to avoid or nullify it, it only gives you a chance to act. In the dagger example, what do you do? Avoid touching the dagger? Retreat from the altar? Prepare for battle? Take a deep breath and hold it? You've got one chance to do something.. choose well! |
07-31-2009, 11:57 PM | #47 | |
Join Date: Sep 2007
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Re: Danger Sense in Dungeon Fantasy
Now that I'm at home with my books, I'm going back to the Rules As Written:
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According to the RAW there is no penalty for failure or critical failure; DS does not give false positives. In other words, when the PCs start pawing through the loot, the GM might roll once for the hoard as a whole, but not once per item. Thereafter the player could attempt to pick up items, singly or in bunches, and he doesn't get another roll. He cannot systematically test the items, having once triggered his Danger Sense. Similarly, the GM might roll once per room, but not once per 10x10 square of floor. Even if there are multiple traps in the same room, the GM is not obligated to give the player a secret Perception roll per trap. The rules say one roll only. "Ambush and impending disaster" seems to suggest events that happen suddenly, without the character's foreknowledge. It doesn't test the player's suspicions when he believes there ought to be a hazard. Anyhow, that's how I read it. |
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08-01-2009, 12:00 AM | #48 | |
Join Date: Aug 2004
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Re: Danger Sense in Dungeon Fantasy
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__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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08-01-2009, 09:12 AM | #49 |
Join Date: Nov 2006
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Re: Danger Sense in Dungeon Fantasy
What if Danger Sense worked like this? Say a person with it is going to pick up a cursed dagger but he suceeds with his Danger Sense roll. Maybe this would allow the person to make a Dodge roll to avoid touching the dagger at the last minute. This would give a person with Danger Sense a chance of avoiding danger but not so much as to become a mine sweeper.
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08-01-2009, 09:27 AM | #50 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Danger Sense in Dungeon Fantasy
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If it goes of and warms I should never be require to role to stop my OWN action |
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Tags |
advantages, dungeon fantasy, kromm explanation |
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