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Post by hoseirrob on Jan 15, 2014 11:09:30 GMT -8
Do you guys use a specific skill to act as a notice or spot check? in looking at the char sheet, Recon was the closest option, but i think that is more active and i was looking for a passive roll.
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maxinstuff
Supporter
Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
Favorite Species of Monkey: Proboscis
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Post by maxinstuff on Jan 15, 2014 11:47:15 GMT -8
Interesting, I don't see anything in the MGT book that mentions this either. I would just do a passive INT check for this.
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Post by hoseirrob on Jan 15, 2014 13:18:28 GMT -8
INT-eresting. Aside from the pun, i have always seen Int as the reasoning part, but with Education in the mix instead of WIS (what i would default to), INT sounds like the best idea.
Thanks dude.
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Post by gandalftheplaid on Jan 15, 2014 21:51:45 GMT -8
For spotting something noteworthy while not looking for anything specific, or they're actively looking for the wrong thing, I typically like Investigate. But I'll use Recon if looking for more combat/physical threat type stuff.
I flip flop between Intelligence and Education depending on if the character is looking to utilize past substantial experience/knowledge.
Additionally I may employ a different skills for specific situations especially if the player indicate they are looking at/for something in particular. (Looking for bad paperwork, tampered weapons or equipment...)
If they're looking to be stealthy while they're at it, I'm happy to use a stealth check and do a chain DM. (page 51).
Note: I'm perfectly willing to determine that noticing something isn't really a hard thing for average Joe to do thus lowering the DM. Thus it's entirely possible I'll not require a player to score an 8 while dealing with a -3 penalty for not having Investigate or whatever other skill is getting applied.
Finally, this is kind of check where I'm likely to do a secret roll.
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Post by Kainguru on Jan 16, 2014 0:16:47 GMT -8
Skills in traveller are VERY negotiable. Rather than task = skill x, it's task = which ever skill feels appropriate to the situation. Aaron
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Post by gandalftheplaid on Jan 16, 2014 10:50:39 GMT -8
Skills in traveller are VERY negotiable. Rather than task = skill x, it's task = which ever skill feels appropriate to the situation. Aaron Yup. I love that about MGT. I think it's my favorite thing about the system after character creation. In any game, there's always the task of deciding what aspects of a character's stats should be used for a given task. Occasionally you have a moment when you're having a bit of trouble deciding what fits best for a particular situation and you end up picking one without being that happy about it. In my limited experience, I've been happier with my options and results in MGT than in the other handful of systems I've played.
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simonsays
Initiate Douchebag
Posts: 49
Preferred Game Systems: Shadowrun, GURPS
Favorite Species of Monkey: Howler
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Post by simonsays on Feb 18, 2014 23:34:37 GMT -8
I also considered this. I imagine a situation where an ambush is being laid for the group. I would roll the stealth+dex for the NPCs; the effect would be the modifier for an otherwise unmodified 2d6 for players taking no precautions, otherwise a roll of recon+Int with the effect of the npc's roll applied for players who are taking precautions.
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jaiden0
Journeyman Douchebag
Posts: 131
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Post by jaiden0 on Mar 11, 2014 12:20:17 GMT -8
I play pretty loose with rules as a GM. I just have the players roll 2d6 and pick a target number based on how hard I think it would be, essentially including any modifiers I think they should have based on who their character is. e.g. I have a character that grew up in an asteroid belt... so if they're in a jungle it's hard for him, but it might be easy for the guy who grew up on a lush world.
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Post by Forresst on Mar 12, 2014 21:33:39 GMT -8
I always rattle off a list of skills I figure would probably feel relevant based on whatever I'm making them do. They pick whichever one will give them the best advantage, and I'll tell them if I think it'll suffer for being less relevant than something else.
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Post by The Northman on Apr 3, 2014 2:05:25 GMT -8
They should be more like Palladium, where there's a skill to detect ambush, and a separate skill to detect concealment, and a separate skill to find weapons and contraband, and a separate skill to detect surveillance systems in the area, and no way to make a perception check if you don't have the right skill.
/Troll
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Post by Forresst on Apr 3, 2014 6:35:10 GMT -8
I played Rifts for YEARS before I realized tabletop gaming wasn't meant to be done with a copy of MS excel open at all times.
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