Perception Checks and Ambushes

By Justindoodler, in Genesys

On 12/25/2018 at 6:13 PM, 2P51 said:

I assign the base difficulty according to range same as shooting. I also add for environmental factors. My way makes it more relevant to have a character heavily invested in Vigilance, as well as, elevates the value of some Talents like Rapid Reaction, and therefore by default makes iniative more rewarding for that character when they are still able to react first in a lethal ambush. It makes iniative more interesting. My way makes the "spidey sense" character far more valuable to a group.

If I understand this correctly then you initiative would break down into blocks of: (All PCs who succeed), (All NPCs), (All PC’s who failed). Though, as normal, any PC could use a PC initiative slot.

I think Vigilance is a good call. I also firmly believe that adding difficulty to Initiative checks is reasonable and even has precedent. On page 21 of Chronicles of the Gatekeeper (hey--I know its FFG SW but its basically Genesys) the PCs can run into Bearsloths. It says they make an opposed Perception check OR Vigilance. Any character who fails the check makes their subsequent initiative check an Easy check (thus adding a purple to a otherwise simple) and adds setback dice for each threat.

Just like if people have weapons drawn on the heroes and hold them dead to rights--makes sense that your initiative would be more difficult (or conversely add a **** ton of Blues or upgrade NPC who are already drawing a bead).