Sixth sense: Difference between revisions
(Created page with "As they grow in experience, characters develop a sixth sense enabling them to detect invisible enemies or objects. This ability is applicable against the thief's ability to "hide in shadows" as well as against magical invisibility. Such characters may even notice that they have been targeted by a scrying spell such as clairvoyance. Probabilities It is only possible to develop this almost superhuman sense from 7th level and up. In addition to the character's gener...") |
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As they grow in experience, characters develop | {{Alrik handicraft}} | ||
Probabilities | {{InfoboxRules | ||
|german=Sechster Sinn | |||
}} | |||
As they grow in experience, characters develop a '''sixth sense''' enabling them to detect [[invisibl]]e enemies or objects. This ability is applicable against the [[thief skill]] to "hide in shadows" as well as against magical invisibility. Such characters may even notice that they have been targeted by a scrying spell such as ''[[clairvoyance]]''. | |||
==Probabilities== | |||
It is only possible to develop this almost superhuman sense from 7th level and up. In addition to the character's general experience, their intelligence will also contribute to their ability to detect such invisible dangers. | It is only possible to develop this almost superhuman sense from 7th level and up. In addition to the character's general experience, their intelligence will also contribute to their ability to detect such invisible dangers. | ||
If both level and intelligence are known, the probability that invisibility detection will be activated can be determined based on the following table. | If both level and intelligence are known, the probability that invisibility detection will be activated can be determined based on the following table. | ||
0-1 | {| class=wikitable style="text-align:center;" | ||
2-4 | ! rowspan=2 | Level | ||
5-7 | ! colspan=8 | Intelligence (d%) | ||
8-10 | |- | ||
11-12 | ! {{nowrap|0-1}} !! {{nowrap|2-4}} !! {{nowrap|5-7}} !! {{nowrap|8-10}} !! {{nowrap|11-12}} !! {{nowrap|13-14}} !! {{nowrap|15-16}} !! 17+ | ||
13-14 | |- | ||
15-16 | | 7 || — || — || — || — || — || — || — || 05 | ||
17+ | |- | ||
7 | | 8 || — || — || — || — || — || — || 05 || 15 | ||
|- | |||
| 9 || — || — || — || — || — || 05 || 15 || 25 | |||
|- | |||
| 10 || — || — || — || — || 05 || 15 || 25 || 35 | |||
|- | |||
| 11 || — || — || — || 05 || 15 || 25 || 35 || 45 | |||
|- | |||
| 12 || — || — || 05 || 15 || 25 || 35 || 45 || 55 | |||
8 | |- | ||
| 13 || — || 05 || 15 || 25 || 35 || 45 || 55 || 65 | |||
|- | |||
| 14 || 05 || 15 || 25 || 35 || 45 || 55 || 65 || 80 | |||
|- | |||
| 15+ || 15 || 25 || 35 || 45 || 55 || 65 || 80 || 95 | |||
|} | |||
05 | |||
==Monsters== | |||
9 | [[Monster]]s can develop this ability as well, simply based on their [[hit dice]] instead of level. {{:Monster/intelligence}} | ||
05 | |||
15 | |||
10 | |||
05 | |||
15 | |||
25 | |||
11 | |||
05 | |||
15 | |||
25 | |||
35 | |||
12 | |||
05 | |||
15 | |||
25 | |||
35 | |||
45 | |||
13 | |||
05 | |||
15 | |||
25 | |||
35 | |||
45 | |||
55 | |||
14 | |||
05 | |||
15 | |||
25 | |||
35 | |||
45 | |||
55 | |||
65 | |||
15+ | |||
15 | |||
25 | |||
35 | |||
45 | |||
Some monsters have particularly acute perception. The game master should treat such monsters as more intelligent or as of higher level than they actually are for the purposes of detection of invisibility. | |||
Some monsters have particularly acute perception. The |
Latest revision as of 03:33, 15 November 2024
Alrik:Handicraft describes articles, which explain old school roleplay as was common in the 70s or 80s. Overall these are things missing from OSRIC™. |
[+] Sixth sense
German: Sechster Sinn |
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As they grow in experience, characters develop a sixth sense enabling them to detect invisible enemies or objects. This ability is applicable against the thief skill to "hide in shadows" as well as against magical invisibility. Such characters may even notice that they have been targeted by a scrying spell such as clairvoyance.
Probabilities
It is only possible to develop this almost superhuman sense from 7th level and up. In addition to the character's general experience, their intelligence will also contribute to their ability to detect such invisible dangers.
If both level and intelligence are known, the probability that invisibility detection will be activated can be determined based on the following table.
Level | Intelligence (d%) | |||||||
---|---|---|---|---|---|---|---|---|
0-1 | 2-4 | 5-7 | 8-10 | 11-12 | 13-14 | 15-16 | 17+ | |
7 | — | — | — | — | — | — | — | 05 |
8 | — | — | — | — | — | — | 05 | 15 |
9 | — | — | — | — | — | 05 | 15 | 25 |
10 | — | — | — | — | 05 | 15 | 25 | 35 |
11 | — | — | — | 05 | 15 | 25 | 35 | 45 |
12 | — | — | 05 | 15 | 25 | 35 | 45 | 55 |
13 | — | 05 | 15 | 25 | 35 | 45 | 55 | 65 |
14 | 05 | 15 | 25 | 35 | 45 | 55 | 65 | 80 |
15+ | 15 | 25 | 35 | 45 | 55 | 65 | 80 | 95 |
Monsters
Monsters can develop this ability as well, simply based on their hit dice instead of level. The intelligence of monsters is described in comparison to the average human. The following terms are used, with their numerical equivalent in parentheses: None (0), Animal (1), Semi (2-4), Low (5-7), Average (8-10), Very (11-12), High (13-14), Exceptional (15-16), Genius (17-18), or occasionally even Superhuman (19+).
Some monsters have particularly acute perception. The game master should treat such monsters as more intelligent or as of higher level than they actually are for the purposes of detection of invisibility.