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Crawford on Stealth
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<blockquote data-quote="Rya.Reisender" data-source="post: 7094582" data-attributes="member: 6801585"><p>Too bad this isn't in written form. Stealth is like the most important Sage Advice topic.</p><p>But from the reply on forums, seems like it's nothing new for me. I always agreed with Jeremy on the stealth rules and still do. It's what I was always telling everyone here as well.</p><p></p><p>Regarding the passive perception, first you should realize the only reason it even exists is to prevent players from constantly saying "I check everything in the room". Of course that can also be achieved by the DM just rolling perception for every PC every time something noticable comes near, but that would be more of a hassle.</p><p></p><p>If you want to make active rolls matter, what I do is that there is no simple "success / fail" but there's actually different levels of information I can give to the player. Then I make passive perception always only give the first level of information on success, regardless on how high it is. This information is sufficient for figuring out the "puzzle", but still requires the players to use their brain. Only when active rolls are done and have a good result, I will include the extra information.</p><p></p><p>Also as DM I'm quite flexible with the DCs in the first place. So what I do is more or less see if someone in my group cares about having high passive perception. If everybody in my group has passive perception below 15, then it's still all active rolls pretty much except the general room description. If one of my PCs gets feats to get real high passive perception, then I want to reward that by giving him slightly more info than the other PCs. The actual score doesn't matter too much for me, it's more a decision on how much to tell additionally so that the group has the most fun.</p><p></p><p>Even on active rolls I'm like "Well, below 10 I won't tell them anything. 10-14, I'll point out things that were already in the room description, and give a slight hint and what of that could be relevant. 15-19, I'll give some additional info that is not in the general room description. 20+, I pretty much tell them anything they could possibly notice by just looking and listening."</p><p>So there's no real concrete DC for success.</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 7094582, member: 6801585"] Too bad this isn't in written form. Stealth is like the most important Sage Advice topic. But from the reply on forums, seems like it's nothing new for me. I always agreed with Jeremy on the stealth rules and still do. It's what I was always telling everyone here as well. Regarding the passive perception, first you should realize the only reason it even exists is to prevent players from constantly saying "I check everything in the room". Of course that can also be achieved by the DM just rolling perception for every PC every time something noticable comes near, but that would be more of a hassle. If you want to make active rolls matter, what I do is that there is no simple "success / fail" but there's actually different levels of information I can give to the player. Then I make passive perception always only give the first level of information on success, regardless on how high it is. This information is sufficient for figuring out the "puzzle", but still requires the players to use their brain. Only when active rolls are done and have a good result, I will include the extra information. Also as DM I'm quite flexible with the DCs in the first place. So what I do is more or less see if someone in my group cares about having high passive perception. If everybody in my group has passive perception below 15, then it's still all active rolls pretty much except the general room description. If one of my PCs gets feats to get real high passive perception, then I want to reward that by giving him slightly more info than the other PCs. The actual score doesn't matter too much for me, it's more a decision on how much to tell additionally so that the group has the most fun. Even on active rolls I'm like "Well, below 10 I won't tell them anything. 10-14, I'll point out things that were already in the room description, and give a slight hint and what of that could be relevant. 15-19, I'll give some additional info that is not in the general room description. 20+, I pretty much tell them anything they could possibly notice by just looking and listening." So there's no real concrete DC for success. [/QUOTE]
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