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Good Danger Sense Rules?

mattcolville said:
Basically what the title says. Do any of you know of or use any good rules for Danger Sense, like Spidey-sense in D&D?
Spider Man does a lot of different effects with that - it keeps him from being caught Flat-Footed (as Uncanny Dodge), grants him the ability to ignore a Miss Chance that would otherwise apply (half of True Strike, but functioning continuously), gives him the ability to detect people who have evil on their minds (Detect Hostile Intent/Sense Motive), and gives him a limited ability to penetrate disguises and illusions (high Spot/Sense Motive), depending on the needs of the plot. Very difficult to model in D&D, unless you have a lot of time to chat with your DM in a fairly high-powered campaign for house rules to let one character do all this (E.g., custom spells that give the magical type abilities all day, some multiclassing to get the class features that do the others, lots of skill ranks....).
 

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And even after all that you still need a Belt of Giant Strength, Slippers of Spider Climbing, a wand of Web, and Gloves of Dexterity...maybe a Cloak of Arachnidia...but that might spoil the image if you go for that psychoactive skin.
 


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