Darksol the Painbringer |
So I'm trying to understand how Hazards work, and there are some things that are bugging me in how to operate them; clarification on what I might be missing is appreciated, as I'll be expected to know these rules for our playtest session tomorrow.
1. How does one find a Hazard? Most specifically, Complex Hazards. All I've seen under the Traits of a given Hazard is a "Stealth +X [Prof.] or Y" entry, but I have no clue what this is for. Do I make an opposed roll using that modifier for players actively looking for the hazard, or is that Hazard undetected until creatures trigger the Hazard and thereby start Initiative? I've seen mention of a "Stealth DC," but this doesn't tell me anything, unless the "Stealth DC" is the assumption of 10 + Stealth score, in which case I seriously wonder how they got to that conclusion.
2. Complex Hazards seem to be ran like a creature would and gets actions. One such Hazard is Quicksand. Does it get 3 Actions like a creature does, and can just outright pull a creature down under in 6 seconds? That just seems outright cruel to say the least.
Rubber Ducky guy |
I too would like some help here regarding stealth DCs.
We briefly came across a hazard at the end of a recent session and I'm not sure i ran it correctly.
From the skills section of the rulebook (page 142, RHC):
"When someone or something is testing your skill, they attempt a check against your skill DC, which is 10 plus your skill modifier."
So you would assume where a complex hazard only has a stealth modifier you would add 10 to the modifier and get the players to roll vs DC.
But in a few instances for complex hazards that provide a modifier and a DC, the DC is higher than 10+.
Eg/ Stealth +8 (trained) or DC 21 (expert)
So what happens here. The DC to detect is stealth +13 if your expert.
If your only trained do you ;
-Not get a chance to detect it?
-Make an opposed roll, perception vs its stealth? or
-Roll vs a DC or 18, 3 points under the expert's DC.
For the record in the game we played I rolled for Quicksands stealth (+11) and rolled a 16. The 27 stealth was impossible for my 4th level players to detect
Rubber Ducky guy |
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2. Complex Hazards seem to be ran like a creature would and gets actions. One such Hazard is Quicksand. Does it get 3 Actions like a creature does, and can just outright pull a creature down under in 6 seconds? That just seems outright cruel to say the least.
This one I can answer. Page 13 of the Bestiary, RHC
"Routine
This entry describes what a complex hazard does on its initiative. Unlike creatures, a hazard usually has a rote program it follows. The hazard’s number of actions per turn is noted in parentheses; if partially disabling the hazard reduces the number of actions it can take each round, this is noted in the Routine entry."
Under quicksands routine it lists 1 action.