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"passive aggressive" powers

Started by RPGPundit, February 13, 2009, 02:14:31 PM

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Kaz

Pie sense is far and away the greatest power I've ever heard of.
"Tony wrecks in the race because he forgot to plug his chest piece thing in. Look, I\'m as guilty as any for letting my cell phone die because I forget to plug it in before I go to bed. And while my phone is an important tool for my daily life, it is not a life-saving device that KEEPS MY HEART FROM EXPLODING. Fuck, Tony. Get your shit together, pal."
Booze, Boobs and Robot Boots: The Tony Stark Saga.

Sacrificial Lamb

Quote from: Kaz;283543Pie sense is far and away the greatest power I've ever heard of.
I second that notion. Pie sense activated. All hail the pie! :)

CavScout

Quote from: RPGPundit;283537The "spot" check in question does not necessarily imply danger, however. It could be anything.  You might be spotting to notice something useful, or interesting, or a clue. Or pie.

The issue is that if you are asked to roll a "spot" check, you know something is up which was the core complaint about "danger sense". Spike is right, they really is not much different.
"Who\'s the more foolish: The fool, or the fool who follows him?" -Obi-Wan

Playing: Heavy Gear TRPG, COD: World at War PC, Left4Dead PC, Fable 2 X360

Reading: Fighter Wing Just Read: The Orc King: Transitions, Book I Read Recently: An Army at Dawn

jhkim

This applies just as much to just about any sort of sensory ability.  If the GM asks the player to make a roll, then the player knows that something is up -- and if they fail the roll they know they missed something.  The more specific the sensory ability, the more out-of-character detail the player has -- a chance of automatically detecting secret doors, for example.

One solution for this is for the GM to roll checks secretly.  However, this makes the whole process rather invisible to the players, so they don't get as much sense that their points in sensory abilities is worth anything.  

The more passive abilities there are for a GM to manage, though, the more difficult it is.  I think Danger Sense is really one of the easier ones, as long as it applies to just before the danger happens.  If I as GM forget the Danger Sense, it's pretty easy to give that PC an extra action when the danger occurs.  The more annoying ones are things that are easier to forget -- like continuous Detect Evil.  (i.e. "Wait, if that NPC was evil, you should have told me last session when we first met him.")

hgjs

Quote from: Cranewings;283460Rogues in 3e are never flat footed, nor can they be flanked. Sounds a lot like spider sense to me. There are easy ways to handle it.

Right.  Handling "spider sense" as just a defensive bonus -- e.g. "you sense the explosion/bullet/fist a hundred milliseconds before impact, so you get +1 to avoid it" -- is a clean and easy way of doing it.  This is how I would emulate such powers without running afoul of the pitfalls described in the first post of this thread.

(In more realistic games, having a spider sense might even be a way to justify D&D-style "reflex save for half damage" against explosions: you sense it coming and manage to dive for cover.)
 

hgjs

Quote from: Malleus Arianorum;283496I love Danger Sense. It allows me to put insta death on the table. Without it snipers, hyperdrive malfunctions, and giant sharks are either unplayably deadly or implausably nerfed.
 
I love danger sense so much, I house rule it out as a single virtue and infuse it into each and every skill so that danger sense only works for the things your character is smart about.
 
I narrate, I roll a bucket of damage dice and then the players can come up with ways that their characters should have known. If they have a good story (and the useless non-combat skills to back it up) their new version is what actualy happened and the old version is the precognative vision that they reacted to.
 
My favorite part is that after they survive the surprise attack they appreciate how imperiled they are!

That sounds like a great way of doing things.  I'll try it out next time I GM a game with a precognitive in it.