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.
* 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.
** 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.
** Scouts used as guards can avert this trope hard. They possess 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, they have Hide and Move Silently as class skills, so they can stand guard without being readily visible. Their Skirmish feat also gives them a significant advantage in straight combat against most stealthy classes if there is some room to move around.
** In 3.5 Scouts used as guards can avert this trope hard. The class is much like Rogue in this regard (Spot, Listen and Sense Motive as class skills, 8 base skill points per level; Hide and Move Silently are class skills, so they can stand guard without being readily visible), but better in head-on melee if there is some room to move around as Skirmish ability still works when Sneak Attack doesn't, has better hit die, and more combat and mobility improvements, starting with initiative bonus at 2nd 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.
* [[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.
* ''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.
** In the ''Journies'' supplement, a captured [[PC]] could use "The Daft Guard Effect" to distract any guards present so the prisoner(s) can escape.



== Video Games ==
== Video Games ==