tag:blogger.com,1999:blog-3138202318040749770.post4711227107675893647..comments2024-03-27T03:57:15.522-04:00Comments on Hidden in Shadows: The Perception Check of OD&DDHBoggshttp://www.blogger.com/profile/02170439175265397893noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-3138202318040749770.post-12028454121202150232020-01-14T13:31:28.068-05:002020-01-14T13:31:28.068-05:00Shaking my head.
Dan, You've said it for me.
...Shaking my head.<br /><br />Dan, You've said it for me.<br /><br />All tha rolling is ridiculous.Anonymoushttps://www.blogger.com/profile/16747530054977219578noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-53402896018141403112020-01-04T16:39:45.804-05:002020-01-04T16:39:45.804-05:00Melan - that's exactly how I judge on the matt...Melan - that's exactly how I judge on the matter! Spot secret doors = passive perception, roll for each PC, maybe a character sees something (let's say, outline in the wall). Active searching for 1 turn (...roll for monsters) locates secret doors/passages automatically.Roberthttps://www.blogger.com/profile/14970086692974535081noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-7203042343997604162020-01-02T17:37:03.992-05:002020-01-02T17:37:03.992-05:00There’s one other instance that springs to mind, a...There’s one other instance that springs to mind, and this time it is Gygax: Pick Pockets. From Greyhawk, pp. 11-12:<br /><br />“ A score above the indicated percentage means failure, and no further attempts may be made. Also, there is a chance that the one who is being pickpocketed may detect the thief. To determine this, for each level above 5th, the victim has a + 5% chance of detecting the “lift,” so a 10th level, for example, would reduce the pos- sibility of a successful attempt by 25%, i.e. if a base 100% it reduces to 75%.”<br /><br />AD&D goes a little farther. PHB, p. 28:<br /><br />“ Picking Pockets fails if a score above the percentage shown for the level of thief attempting the function is generated. If the score is 21% or more above the number shown, the victim notices the thief's attempt. The potential victim reduces the thief's chances for success by 5% for every level of experience he or she is above the 3rd, i.e. -5% at 4th level, etc. For example, a high level thief (Master Thief, 12th level) is planning to pick the pockets of a magic-user he has noticed nearby. The base chance for success is 100%, the thief is a half-elf and adds 10% for racial ability; the thief also has 18 dexterity ability score, so another 10% is added. This totals a nice, safe 120% — can't fail! However, the victim happens to be 12th level also, so the subtraction is 9 × -5% = -45%. This brings the chance for success down to 75%. A good chance, but if 96% or higher is rolled, the thief will be noticed, and …”Charles Saegerhttps://www.blogger.com/profile/00368131505593336249noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-59553858598721842802020-01-02T10:11:45.727-05:002020-01-02T10:11:45.727-05:00Thanks Melan - great comment. I agree with your po...Thanks Melan - great comment. I agree with your points and that a d6 based method is perfectly in sync with the rules. The one benefit of applying the "Assassin method" if you will is that it takes into account high and low ability scores and can provide some characters a bit of a bonus.DHBoggshttps://www.blogger.com/profile/02170439175265397893noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-58621024061863883402020-01-02T06:18:31.904-05:002020-01-02T06:18:31.904-05:00I believe there are two other, perhaps more analog...I believe there are two other, perhaps more analogous OD&D mechanics which resemble perception rolls:<br />1) Finding secret doors and traps, rolled on 1d6. Elves and dwarves benefit from a higher rating, and "passive perception", which is rolled by the GM without a player call.<br />2) Surprise in combat. This is a flat, GM-facing 1d6 roll in the LBBs, but special cases are introduced later for various character types and situations.<br /><br />If I were to introduce a perception mechanic in OD&D, this is the route I would take. I would use a GM-facing 1d6 roll with odds based on character type and situation. Keeping with OD&D's emphasis on player skill, <br />1) I would let players automatically detect anything notable on an active declaration of checking their environment.<br />2) I would roll for "passive perception", and would perhaps restrict it to characters in the first rank, and only if equipped with adequate light sources.<br />3) I would only apply this mechanic in special situations. Trivial things would always be noticable.Melanhttps://www.blogger.com/profile/07165894144553629675noreply@blogger.com