Difference between revisions of "MPNP Deception"

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For each 1 point of this proficiency, you get -1 for Threat.
 
For each 1 point of this proficiency, you get -1 for Threat.
  
For every 3 points in this proficiency, add 1 sneak attack dice.  
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For every 3 points in this proficiency, add 1 sneak attack dice. The base sneak attack dice is d6.
  
 
==Sneak==
 
==Sneak==

Latest revision as of 04:21, 19 September 2017

Deception is an ability all characters in the pen and paper game have, and is based on the Charisma skill as well as various stats. The rules for Deception are based around manipulating NPCs, and thus is not used in the MMO ruleset.

All deception checks require that the player execute a flourish. Deception falls into three basic categories:

  • Bluff: Bluffing, lying, generally deceiving your opponent. A Bluff Check is made by adding Charisma + Intelligence, multiplied by the buffed Intelligence Modifier, plus the Flourish Roll. If the resulting number is high enough, the Bluff is successful.
  • Intimidate: Intimidating, scaring, or otherwise menacing. An Intimidate Check involves Charisma, Strength and Intelligence. The formula is Charisma times buffed strength modifier plus buffed intelligence modifier, plus the Flourish Roll, of course.
  • Hide: the art of remaining hidden. Moving while hidden is actually covered under a completely different check. Hide involves chiefly dexterity, but unlike the other deception-checks, uses Perception instead of Charisma(Perception to better tell which parts of you might be showing). The Hide-check is also used when a player character is attempting to keep something on their person from being found. A Hide Check is made by rolling Attack, plus Charisma OR Special Proficiency: Stealth, whichever is highest. The WorldShaper decides before the roll the difficulty of the check, and afterwards informs the player if they have succeeded.

Stealth Proficiency

Special Proficiency: Stealth is the governing proficiency of Deception, along with Charisma. While Charisma is capped based on available skill, Special Proficiency: Stealth is a proficiency and can be increased in much more available ways. But, it costs a proficiency slot.

Combat

For each 1 point of this proficiency, you get -1 for Threat.

For every 3 points in this proficiency, add 1 sneak attack dice. The base sneak attack dice is d6.

Sneak

Sneak is a more challenging subset of Deception. Remaining hidden while stationary, or moving about unseen, is another discipline entirely. Players may approach Sneaking in one of two ways: they can attempt to move normally, executing a hide-check each time detection seems eminent; or select a specific destination and attempt a complete Sneak.

For either approach, Flourish is vital, as it will be providing the bulk of your score. Attempting to sneak somewhere requires that your destination be either within clear visual distance(E.G. attempting to sneak through that room full of guards, across that valley full of soldiers, etc), or a location you have previously been to/are otherwise aware of(E.G. attempt to sneak out of this castle, attempt to sneak into this library, etc).

WorldShaper Notes for Sneaking and Hiding

Be reasonable. Do not give the player unreasonably high sneak-checks. Consider the situation, and if it's reasonable, pick a check that's equal to 50-70% of the character's dice roll. E.G.: if they have 10 dice for the role, the check should be around 5-7. If a player has invested a great deal of effort into it(taking many points of Stealth, adding in Facets, etc) you might take the check even lower. Just be sure to mix it up and adjust to the situation. Hiding in a dark corner should be pretty easy, hiding in plain sight on a sunny day... not so much.

But let the players try. And if they've worked at it, let them succeed.