Diogo Ribeiro
Erudite
Tags: Planewalker Games; The Broken Hourglass
<a href=http://www.planewalkergames.com/content/view/74/1/>Hiding and Finding</a> is the subject of this week's update on <a href=http://www.planewalkergames.com/>Planewalker Games</a>' CRPG in the making, <a href=http://www.planewalkergames.com/content/view/32/46/>The Broken Hourglass</a>. The piece talks about stealth and how it's integrated into party mechanics.
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<blockquote>Hiding Traps, Doors, and Containers
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Inanimate objects may also be hidden from view or otherwise conceal some sort of secret. The usual categories for hidden objects are traps, doors, and containers. Although each serves a very different purpose, the mechanics for finding each one is essentially the same. The object to be hidden is assigned a Perception score, which indicates the Perception a searching party must possess in order to find the object.
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If you have a sufficient Perception score, you find the hidden object-it illuminates on the screen and the character which found it alerts you to its presence. Traps can also be "found" the hard way-by walking into one unaware and suffering its attack. Some traps will automatically disarm themselves after firing once, while others can fire again and again. Either way, you only see the trap's danger zone if you beat the Perception check. Hidden doors and containers typically have no such clues. Because perception is shared across the party, once a hidden object is located once, the members of the locating party can see it again on subsequent visits.</blockquote>Ninja cartographers rule.
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Thanks, <b>jcompton</b>!
<a href=http://www.planewalkergames.com/content/view/74/1/>Hiding and Finding</a> is the subject of this week's update on <a href=http://www.planewalkergames.com/>Planewalker Games</a>' CRPG in the making, <a href=http://www.planewalkergames.com/content/view/32/46/>The Broken Hourglass</a>. The piece talks about stealth and how it's integrated into party mechanics.
<br>
<blockquote>Hiding Traps, Doors, and Containers
<br>
<br>
Inanimate objects may also be hidden from view or otherwise conceal some sort of secret. The usual categories for hidden objects are traps, doors, and containers. Although each serves a very different purpose, the mechanics for finding each one is essentially the same. The object to be hidden is assigned a Perception score, which indicates the Perception a searching party must possess in order to find the object.
<br>
<br>
If you have a sufficient Perception score, you find the hidden object-it illuminates on the screen and the character which found it alerts you to its presence. Traps can also be "found" the hard way-by walking into one unaware and suffering its attack. Some traps will automatically disarm themselves after firing once, while others can fire again and again. Either way, you only see the trap's danger zone if you beat the Perception check. Hidden doors and containers typically have no such clues. Because perception is shared across the party, once a hidden object is located once, the members of the locating party can see it again on subsequent visits.</blockquote>Ninja cartographers rule.
<br>
<br>
<br>
Thanks, <b>jcompton</b>!