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The Guards Must Be Crazy: Difference between revisions

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* Most classes that would traditionally be used as guards in ''[[Dungeons & Dragons]]'' don't have Spot, Listen or Sense Motive as class skills. This essentially makes them partially blind, hearing impaired, and incredibly gullible.
** Depends on the DM. Most play the trope straight because guards tend not to be treated as more than minor enemies. Those skills are mainly intended to counteract Hide, Move Silently, and Bluff. In addition, those skills are not infallible unless the DM hands NPCs the [[Idiot Ball]]. For example, no matter what your Hide skill is, if you walk in front of a guard without some form of cover, he sees you, no matter what.
** In 3.5 Scouts used as guards can avert this trope hard. TheyThe possessclass is much like Rogue in this regard (Spot, Listen and Sense Motive as class skills. They get, 8 base skill points per level.; Hide and Move Silently are class skills. In addition, so they havecan Hidestand andguard Movewithout Silentlybeing asreadily class skillsvisible), sobut theybetter canin standhead-on guardmelee withoutif beingthere readilyis visible.some Theirroom to move around as Skirmish featability alsostill givesworks themwhen aSneak significantAttack advantagedoesn't, inhas straightbetter combathit againstdie, mostand stealthymore classescombat ifand theremobility isimprovements, somestarting roomwith toinitiative movebonus at around2nd level.
* [[Older Than Print]]: In [[Xiangqi]], the checkmated General/King's own Advisors/Guards are often part of the reason it's checkmate; there would be escape if they weren't there, and sometimes the one the enemy Cannon is using as a gun mount cannot move because it's in a corner of the Palace and the other Advisor/Guard is in its way.
* ''Time Lord'' RPG (based on ''[[Doctor Who]]'') main rules, "Curse of the Cyclops" adventure. If the entire [[PC]] party is captured and there is no one to rescue them, the guards will demonstrate their usual stupidity and allow the prisoners to fool them and escape.
** In the ''Journies'' supplement, a captured [[PC]] could use "The Daft Guard Effect" to distract any guards present so the prisoner(s) can escape.
 
 
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