On Perception
Defining distracted as "using your standard for something else" is a good call, but it needs more clear wording. It's in for now though, as is engaging in conversation. If I could figure out a non-complicated way to put in "making a notice check in response to an intentionally attention diverting event, except not against the event itself" as well, I'd do that as well to cover the force it on people case. It may well find its way into the main notice check as a thing that happens on active checks.LeadPal wrote: If distraction is meant to be a relatively common penalty, it needs a definition, or at least a guideline for when it applies. If it's left to fiat, it'll produce arguments every time the GM tries to penalize the PCs until they finally throw up their hands and stop caring. I'd be ok with distraction applying whenever you're taking a standard action to do something else, because that turns your swift action notice into Take 0 anyways.
Extreme Distraction works ok as is, assuming it's supposed to be defined as being threatened in combat, specifically. However, I'd drop "Shocked beyond ability to respond, dumbfounded" from the list of distraction modifiers. Fear conditions already inflict skill penalties, so an extra fiat penalty doesn't add anything. Maybe increase extremely distracted to -10, just to make it easier to remember (it drops notice by 2 steps instead of one).
Pulling shocked and boosting extremely distracted are good calls as well. I've also added engaged in a heated argument to extremely distracted. The bonuses for recognizing or interacting with people you're looking at were boosted to compensate as well.
These were easy patches and are already in, though some wording and additional clarity is likely in the next couple of days.
Nice catch. I'll rewrite that section to simply set the base notice DC to see what you're really up to, instead of triggering a new check. Legerdemain has been concerning anyway, as it's really easy just work slowly and hide what you're doing. Adding a distracted penalty here, with the same definitions as in Perception, will probably happen.LeadPal wrote:The Conceal Action skill ability in Legerdemain gives anyone actively watching the user an "immediate notice check". Not only does this contradict the new rule against multiple notice checks per round, it also lets the party metagame when sleight of hand is happening. If someone wants to actively watch for shenanigans, they should roll a Notice check on their turn as normal; the Legerdemain attempt is rolled against the increased Perception result.
Disguise has the same problem, although it's not as explicit.
Well, format stolen anyway. Actual word theft would only happen with permission. I'd probably add some similar lines for what the stealth guy's turn look like.LeadPal wrote: I'm trying to come up with a Perception cheat sheet, since it's causing my players grief; the minigame writeup got blank stares, honestly. Taking most of the above as a given, this is what I've got:
[Good spoiler stuff, that will likely be stolen]
Writing this into the system in a less fiat fashion is a good call. But probably not as a skill ability. Throwing a rock, flashing/mooning a guard, starting a fight, and more are all the sort of thing that should trigger the condition, and they're all well outside the scope of Bluff and Legerdemain. I'm tempted to write it into the notice ability that attempting to make out details of a particular even makes you distracted to all others, but I'm worried about unintended consequences there. Will ponder for a while.LeadPal wrote:Tangent: Because it's really easy to stay on alert and/or ignore distractions at all times, there should be a way for someone to force the penalty, either with Bluff or Legerdemain. Something like "you throw a rock in the bushes. Targets within your line of sight are distracted if you beat their concentration, no takebacks". Only less shitty-sounding.
On Disguise
Fair point. I'll write up an actual formula for costs, even though it makes me cry inside. And then turn the sidebar into an argument / directions for not applying it.LeadPal wrote:Disguise should either cost gp or it shouldn't. Don't put up a sidebar that says you can totally fiat up gp costs if you want, that's bullshit. If we're going with costume-building I figure it should definitely cost gp (which you spend to craft magic textiles and polyjuice potion), but I'd prefer if the costume-building was dropped and Disguise became a variation on polymorph. Honestly, I can accept a ninja turning into a sahuagin with Naruto magic, but I can't accept him making a sahuagin suit out of burlap and bobby pins.
Out of curiosity, do you have any problem accepting a ninja turning other people into sahuagin with Naruto magic? Because that's supported by the costume format, and it's not as clearly supported in the other.
Nice catch. Will add one, probably around a week.LeadPal wrote:Fire Retardant Face Paint should have an expiry date. If there isn't one, it would be simpler for the ability to just say "you and your friends get Energy Resistance 6 forever," because you just can pack your handy haversack with an arbitrarily large stockpile. That's not game-breaking, but blasting doesn't really need to be worse.
On Backup Saves
8 rolls, 3 minimum, is too many. I can boost those numbers a bit and add in an auto-fail state. It'll probably be at DC-11 though, since that's already well off the RNG from even odds. DC-16 might work as well, though it's really low, but DC-21 is probably out for failing to even apply against level 1 spells most of the time (excluding undertrained penalties anyway, which I'd rather not try to incorporate).
On Appraisal
Yeah, you're on your own here. I'd probably do similar if I were doing more spell changes, but I'm trying to limit them.LeadPal wrote:I think Eye for Magic and Identify Magic Items can safely be rolled together at Rank 6. Mind you, I'd also make Identify more convenient, so maybe I should adjust that one to taste on my own.
For "forgeries" that aren't really, it should be the base appraisal DC. I'll go clarify that. For disguises, the base DC should be similar. Since I'm tempted to boost the default mundane appraisal DC to 12, it'll be in the range of 10 to 12 most likely. I'd like to figure out a way to boost that based on familiarity with or rarity of the apparent creature, so that you're more likely to fail at busting an imposter sahuagin than an imposter human, but I'm not sure there's a good way to word that fairly. It would better mimic the relationship between minimum forged good DC though.LeadPal wrote:What is the DC for Detect Forgery when the target isn't actually a forgery at all? The only thing stopping the PCs from using the ability on everything is the comedy of errors whenever they roll DC-6, so we need a good answer. The easy one is that the DC scales with the target's level, but I'm not sure I care for the idea that the higher the level of the person you're talking to, the more likely it is that you'll conclude that they're wearing a flawed disguise.
I'll think these through a bit, then put the changes up and get a changelog posted here. Probably in a day or two. If any of these proposed tweaks looks problematic, let me know.