In my campaign, I use d100 perception rolls (which we affectionately refer to as "perceptiles") as a replacement for surprise. Also, if there is something going on or something present that the players may not be looking for specifically, I'll have them roll a perceptile to see if they notice it. I often use it when NPCs interact with them, who may or may not be honest with them or may be up to something. It is also works when PCs are on guard duty, approaching ambushes (or otherwise being observed or followed), detecting distant sounds or activity, or passing an unusual physical or magical feature.
The success or failure depends on the nature of the situation.
that I determine would be very difficult to detect would mean rolling
to or less then their ability score (say, 14 on a d100). Something that
may be easier to detect may require rolling equal to or less than two,
three or four times their score (28, 42 or 56 on a d100 in this
PCs that have taken the non-weapon proficiencies Alertness or Observation
get the advantage of a +10 bonus on any perceptile rolls (not
so there is no advantage to taking both proficiencies).
Willpower is generated after all other characteristics have been rolled, placed, and modified according to race. The player then rolls 3d6. To this number is added a modifier according to the character's intelligence:
< 15 none
Normal human maximum is 18, and this number can only be exceeded by either magical means or by the non-magical method mentioned below. Also, Willpower can never be higher than Intelligence + Level. If a PC's Willpower is greater than Int+Lvl, then the latter number is used, and increased by 1 each time they gain a level until their true Willpower is reached.
Willpower is a stat that is actually used rather infrequently in my campaign, though its use is expanding. It can be used as a saving throw in certain situations involving mental attacks, or when the mental stamina or will of a character is tested under grueling situations. I can think of many places in the Planescape campaign world where the latter would be particularly appropriate, where the environment is not only physically dangerous, but also mentally dangerous. In these situations, I use Willpower in the same way I use Perception. I determine the difficulty level of the situation and have them roll a percentile.
Willpower is also used in my campaign under two other very specific conditions.
In the pre-history timeline of my campaign world I have encorporated the Earthmaster materials from Columbia Games' HarnWorld supplements. Interacting with Earthmaster ruins and artifacts involve the use of Willpower. For example, the manipulation of Godstones require a special Willpower check.
Also, Willpower is used in a special attack/defense form know as Spirit Combat. The practise of Spirit Combat is also the only non-magical method of increasing Willpower, much like exercising your mental muscles. The downside is that no other form of "exercise" is more dangerous! Outer planar creatures are accomplished in this form of combat, and their stats are generated differently. That will be discussed on the Spirit Combat page.
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