Already a mechanic for 'Sizing-up" Opponents? [Archive] - Wizards Community

Post/Author/DateTimePost
Grampa

06-11-07, 04:08 AM
This comes up occasionally-

A character has a chance to observe another in action (i.e. a fighter's stance and footwork, a rogue's tumbling, etc.) and has an opportunity to size up the opposition. Is there already a mechanic for determining that someone someone is, for example, out of one's league? Other games have this (L5Rrp, SLA Ind.), and it makes for some cool flavor, as foes bluff and posture trying to feel each other out, or test each others' defenses before committing to battle.

-Geepa
Need_A_Life

06-11-07, 04:13 AM
Sense Motive DC 20 (or opposed by opponents Bluff; whichever is higher).

Categories are
Pushover (2 or more levels below the player)
Weak (1 level below the player)
Equal (same level)
Strong (1 level above the player)
Overpowering (2 or more levels above the player)

Complete Adventurer IIRC
WCH

06-11-07, 04:23 AM
You could make an argument for use of Appraise based on slave trading rules from Lords of Madness... like in theory you could Appraise how much they would go for as a slave.
Grampa

06-11-07, 04:38 AM
I actually like the appraise idea better than sense motive. If I'm watching some axe-dude hack his way through my animal companion, his "motives" aren't in doubt. I was thinking more along the lines of a check based on some fraction of BAB.
calronmoonflower

06-11-07, 04:38 AM
In addition to using Sense Motive uses from the Complete Adventurer the Combat Intuition feat of the same book makes the options better.

You might also want to check out the sense motive options from Oriental Adventures.
Roivas

06-11-07, 08:37 AM
I think the best mechanic to determine an opponent's power level is casting a HD effecting spell on them, or detect evil. Detect evil can warn you if you face a monster far too powerful without bringing levels too far into the roleplaying aspect. I personally resist the idea that levels should be possible to determine in character. You might be able to guess that someone is more/less skilled in battle by fighting them but they could just be really un/lucky too. Another good way to tell how powerful a creature is would be spellcasting ability. Higher levels spells = much more dangerous monster.
BW0222

06-11-07, 10:36 AM
Grampa,


A character has a chance to observe another in action (i.e. a fighter's stance and footwork, a rogue's tumbling, etc.) and has an opportunity to size up the opposition. Is there already a mechanic for determining that someone someone is, for example, out of one's league? Other games have this (L5Rrp, SLA Ind.), and it makes for some cool flavor, as foes bluff and posture trying to feel each other out, or test each others' defenses before committing to battle.


If you see actual folks fighting, then you should gain some sense of what they are capable of by observing how they are following the rules. Examples:

1. One guy attacks three times with a single weapon. Baring magic, he must be at least 11th-level.

2. One guy tumbles through someones square. Ok, it must be capable of making a DC 25 tumble check. You can assume that he is at least 8th-level, highly specialized, or insanely lucky.

3. Someone casts a spell. If you can identify it, you know that they are at least that level.

4. They use some type of feat or ability. Someone wildshaping into a brown bear must be at least an 8th-level druid. Someone moving, attacking, and continuing to move (i.e. spring attack) is likely at least 4th level. A person moving 60' in one round and then punching someone is likely a monk.


In most cases, just describe the actions and players can make the adjustment to rules to represent the relative skill which their characters are observing.

However, if this isn't actually combat, but just sparing... then it is hard to tell. Instructors typically scale down their technique to that of their opponent and few folks are using spells or specific abilities.

Arcanis has a skill called examine martial technique which fighter-types have. It allows them to make a determination of some abilities (such as BAB, how much comes from strength, how much AC is dodge, etc.) which can be used after observing folks.
Grampa

06-11-07, 12:34 PM
Examples:

1. ...

2. ...

3. ...

4. ...

In most cases, just describe the actions and players can make the adjustment to rules to represent the relative skill which their characters are observing.


Good stuff- thanks