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House Rules for Surprise and Secret Door Detection
Posted: Sun Feb 12, 2012 3:14 pm
by Demiurge
The base mechanic is borrowed from posts in a recent discussion about surprise. In keeping with the "rolling higher is better" theme, you are surprised on a low roll and find secret doors on a high roll.
Surprise
Base - Surprised on 4 or lower (d12). Racial and class modifiers are cumulative.
Class Modifiers:
- +1 for thieves, assassins, rangers, & monks(?)
Racial Modifiers:
- +1 for elves, half elves, gnomes, dwarves (when underground only)
Secret Doors
Base - Find secret doors on an 11 or better (d12) Racial and class modifiers are cumulative.
Class Modifiers:
- +1 for theives & assassins
Racial Modifiers:
- +2/+1 for elves (active/passive)
+1/0 for half-elves (elf lineage)
+2/+1 for dwarves (active/passive) when searching stone work
I'm just beginning playtest so I don't have much to report on their efficacy just yet.
Re: House Rules for Surprise and Secret Door Detection
Posted: Mon Feb 13, 2012 3:51 pm
by Lord Dynel
Looks good, Demiurge. Couple suggestions, though (which with $1 can get you a cup of coffee

).
I might give thieves a better modifier to find secret doors than assassins (maybe +2?). I would also give elves a +1 passive bonus for secret doors. Again, take it for what you will.

Re: House Rules for Surprise and Secret Door Detection
Posted: Mon Feb 13, 2012 7:16 pm
by serleran
Seems strangely familiar.
For searching for secret doors, I allow a +1 modifier for use of specific gear like a bag of dust; magnifying lenses (which I have cost 100 GP per magnification factor above x1), when they exist, and with proper lighting (a torch is not enough) also usually add a +1 - +3 depending on how powerful they are (minimum of x10 enhancement).
Re: House Rules for Surprise and Secret Door Detection
Posted: Mon Feb 13, 2012 9:34 pm
by Demiurge
serleran wrote:Seems strangely familiar.
For searching for secret doors, I allow a +1 modifier for use of specific gear like a bag of dust; magnifying lenses (which I have cost 100 GP per magnification factor above x1), when they exist, and with proper lighting (a torch is not enough) also usually add a +1 - +3 depending on how powerful they are (minimum of x10 enhancement).
Yours was one of the posts I "borrowed" from.
I agree with the use of situational/equipment mods. They reward good play.
Re: House Rules for Surprise and Secret Door Detection
Posted: Mon Feb 13, 2012 9:35 pm
by Demiurge
Lord Dynel wrote:Looks good, Demiurge. Couple suggestions, though (which with $1 can get you a cup of coffee

).
I might give thieves a better modifier to find secret doors than assassins (maybe +2?). I would also give elves a +1 passive bonus for secret doors. Again, take it for what you will.

Good catch, LD. I had meant to give elves the passive bonus.
Re: House Rules for Surprise and Secret Door Detection
Posted: Mon Feb 13, 2012 11:03 pm
by Aramis
An elegant and simple system
Let me muddy the waters a bit
What about relative HD level? It seems that a 20th level rogue would be better at surprising a foe, and avoiding surprise, than a 1st level rogue. And although HD seems too crude to account for the different "defenses" to surprise of the various monsters, it would seem some powerful creatures should be much more difficult to surprise than mere goblins and orcs
Similarly with secret doors. Presumably a 20th level elf has seen a wider variety of secret doors than a 1st level elf, and would thus have more of an innate "spidey sense" as he walks by a suspicious looking tapestry
Of course, taking relative level into account would probably break the elegant mechanic outlined...

Re: House Rules for Surprise and Secret Door Detection
Posted: Tue Feb 14, 2012 12:50 am
by serleran
When I factor it in, which is not all the time, I tend to go with +1 / 4 levels.