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D&D 5E Passive: It's not Just Perception - Passive Skill Checks

Passive Skill checks (other than PP)

  • Yes! I use them all the time

    Votes: 11 19.3%
  • I use them occasionally

    Votes: 25 43.9%
  • I almost never use them

    Votes: 14 24.6%
  • I dont like the concept of passive skill checks

    Votes: 7 12.3%

jprepo1

Explorer
Hey there, posting a short post I wrote recently about passive skill checks. It seems like they aren't used very much, especially based on their absence from the printed adventures. Anybody else make liberal use of them like me? What do you like/not like about them?


The first subject that came up for me is the concept of Passive skill checks. Pretty much everyone is quite familiar with passive perception (PP). In fact, its one of the most used concepts in all of the printed modules thus far from WotC. This makes sense if you think about it, as perception is basically your character's ability to notice things, which, as you might expect, tends to come up a ton while adventuring.


I couldn't help but notice, though, that other passive skill checks barely come up at all. I'm fairly certain I can count the total number of times they are mentioned in the official printed texts on one hand, and I have all of them (books that is, not hands. Well, I have all of my hands too, but I digress). To me, and very importantly, to my particular style of DM'ing, this does your average group quite a disservice.


Every skill check in D and D has a commensurate passive companion, which is calculated in the same way as PP is. When used correctly, this can greatly speed up the flow of your game. For example, let's reference Critical Role. *SPOILERS* At one point, a barbarian PC named Grog, who, as you might expect, has a Strength score up around 20, goes to smash something on the ground, and item that one would expect to have an extremely low DC. He rolls a natural 1, automatically failing the check per the DM's house rules (and mine).


Does it really make any logical sense that he wouldn't have succeeded there? In my opinion, no. This is an example of where Passive Athletics could have come into to play. The concept is simple, though by no means concrete. For me, I typically add between 5 to 10 (depending on how hard I deem the check to be) to the skill check DC, which will give me my passive check DC. That's a totally arbitrary set of numbers, which you are adding to an already arbitrarily set number, so, as always, your mileage may vary.


So, let's put this concept into context. A wizard, with an Intelligence score of 18, and a + 4 to his Int checks, is attempting an easy history check with a DC of 8, bringing its passive DC, in my games to somewhere between 13 and 18, depending on context. On top of that, let's say he is also proficient in History, and we'll say he's level 5. This gives him a passive History score of 10+3+4, for a total of 17. Let's further say he has advantage on the check, due to the thing he is trying to remember being something his character studied in his backstory. This gives us another +5, leading to a total passive History score of 22.


That's pretty damn high, now, you could, of course, roll a natural 20 (or a 1) for effect, but would it really make sense for him to fail that check? His character was chosen to have certain skills, based on class and background, that would naturally make him suited to this check, Moreover, was it worth stopping the game, busting out the dice, and tallying results, rather than just rewarding him for being a character with skills in certain areas.


In my opinion, it is not. One of the large ironies in tabletop gaming is the passage of real time vs game time, where travelling hundreds of miles can take seconds, and fighting a handful of people could take hours, even if those times, in game time, were drastically reversed. Game flow can have a big, if intangible, impact on your game and player involvement, and, when possible, its usually preferable to have things move forward smoothly and consistently.


Now, there are some pretty big caveats with this, of course. The first, and most obvious, is that, while it's true the character is well suited for the check, would that guarantee that he would succeed in a similar, real life situation? Of course not. On top of that, critical failures, or even just failures of easy checks, can bring a lot of drama and/or humor to a game, which is typically a good thing. Additionally, one must be aware of their players' style and desires in play. One of the PC's in one of my groups absolutely loves to role dice. In situations like this, I typically forgo the passive checks and have him roll all the time. It is also a lot of extra data to keep track of.


In a more general sense, however, I have found that benefits outweigh the cons. I have a spreadsheet with everyone's passive skills, in which I then use green and gold to highlight proficiency and expertise, respectively (and sometimes just very high values based on Ability score bonuses), which helps me prevent data bloat. What I have found is, for the most part, by simply lettings someone succeed automatically at a check they had an extremely high chance of passing anyway, I can just let them role-play the result, and putting agency into the hands of players is always a good thing.


As mentioned before, and with all things DnD, your mileage may vary.
 
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I use passive checks in any situation where the team should only need one success, but the sheer volume of active checks would virtually guarantee success. If the party is searching for one hidden enemy, then the enemy makes a Stealth check against their collective passive Perceptions. If the party is searching for a hidden level, then the level will make a hidden check - with the bonus on the check equal to the nominal DC of the task, minus 10 - against their passive Investigation scores.
 

jprepo1

Explorer
That's an interesting way of doing it. What situations would you apply that too, say, for a passive athletics or intimidation check?
 

That's an interesting way of doing it. What situations would you apply that too, say, for a passive athletics or intimidation check?
If you needed to grab something from a bird's nest that was situation 100 feet off the ground in the side of a cliff, and the important thing is just that somebody succeeds, then I might roll the climbing difficulty against the passive Athletics of the party in order to see if anyone can get up there. If you have an enemy tied up in a room, and the party is going to take turns pumping them for information, I might roll their ... whatever skill ... against the passive Intimidation of the party.
 



I really almost never use passive scores in anything but perception . In terms of that bird's next scenario, I would have had each player make an athletics check against the cliff DC. However, I can see why one would switch the roles, having the cliff make a "climbing difficulty" check against the party's passive athletics scores, because it doesn't really matter who succeeds. It all depends on who you'd like to get stuck with the randomness, the thing or the action upon said thing.
 

crashtestdummy

First Post
Passive <skill>, to me, equates to the 'take 10' in other systems. That is, assume a roll of 10. In other systems, it's used when there's no stress and little or no chance of a dangerous result. It means that if you take a bit of time and just use the skill naturally, you get a naturally expected result.

What's missing is the equivalent of a 'take 20' from other systems. That is, assume you can try as many times as you like until you get a success, assuming that a roll of 20 would be a success. Doing so takes more time and assume that there are no bad results from a failure, but it means, for example, you can keep trying to pick that lock until you get it just right (assuming the difficulty of the lock isn't completely beyond you).

I can see elements of both of these in the opening post, but they're mixed up. I think separating them is useful. A 'take 10' is for someone with skill in an area that isn't really expected to fail (such as the barbarian's athletics check in the opening post). A 'take 20' is for someone who can take their time to keep trying until they succeed (the wizard's history check in the opening post). They're two different scenarios.
 

iserith

Magic Wordsmith
Hey there, posting a short post I wrote recently about passive skill checks. It seems like they aren't used very much, especially based on their absence from the printed adventures. Anybody else make liberal use of them like me? What do you like/not like about them?

I use them when the characters engage in a fictional task repeatedly, provided that task has an uncertain outcome.

The first subject that came up for me is the concept of Passive skill checks. Pretty much everyone is quite familiar with passive perception (PP). In fact, its one of the most used concepts in all of the printed modules thus far from WotC. This makes sense if you think about it, as perception is basically your character's ability to notice things, which, as you might expect, tends to come up a ton while adventuring.

I couldn't help but notice, though, that other passive skill checks barely come up at all. I'm fairly certain I can count the total number of times they are mentioned in the official printed texts on one hand, and I have all of them (books that is, not hands. Well, I have all of my hands too, but I digress). To me, and very importantly, to my particular style of DM'ing, this does your average group quite a disservice.

Every skill check in D and D has a commensurate passive companion, which is calculated in the same way as PP is. When used correctly, this can greatly speed up the flow of your game. For example, let's reference Critical Role. *SPOILERS* At one point, a barbarian PC named Grog, who, as you might expect, has a Strength score up around 20, goes to smash something on the ground, and item that one would expect to have an extremely low DC. He rolls a natural 1, automatically failing the check per the DM's house rules (and mine).

Does it really make any logical sense that he wouldn't have succeeded there? In my opinion, no. This is an example of where Passive Athletics could have come into to play. The concept is simple, though by no means concrete. For me, I typically add between 5 to 10 (depending on how hard I deem the check to be) to the skill check DC, which will give me my passive check DC. That's a totally arbitrary set of numbers, which you are adding to an already arbitrarily set number, so, as always, your mileage may vary.

I think the DM's mistake in this scenario is simple: He or she didn't consider whether the outcome of the fictional action had a certain or uncertain outcome before engaging the mechanics of the game. A lot of DMs miss this critical step and often end up with results that don't make a lot of sense, such as a hulking barbarian failing to smash something easily breakable. In this example, I would not ask for a check, passive or otherwise. If the object in question really does seem like the character could smash it without a problem, then he or she just succeeds.

The DMG touches on this on page 237: "When a player wants to do something, it's often appropriate to let the attempt succeed without a roll or a reference to the character's ability scores... Only call for a roll if there is a meaningful consequence for failure... When deciding whether to use a roll, ask yourself two questions: [1] Is a task so easy and so free of conflict and stress that there should be no chance of failure? [2] Is a task so inappropriate or impossible - such as hitting the moon with an arrow - that it can't work? If the answer to both of these questions is no, some kind of roll is appropriate."

So, let's put this concept into context. A wizard, with an Intelligence score of 18, and a + 4 to his Int checks, is attempting an easy history check with a DC of 8, bringing its passive DC, in my games to somewhere between 13 and 18, depending on context. On top of that, let's say he is also proficient in History, and we'll say he's level 5. This gives him a passive History score of 10+3+4, for a total of 17. Let's further say he has advantage on the check, due to the thing he is trying to remember being something his character studied in his backstory. This gives us another +5, leading to a total passive History score of 22.

That's pretty damn high, now, you could, of course, roll a natural 20 (or a 1) for effect, but would it really make sense for him to fail that check? His character was chosen to have certain skills, based on class and background, that would naturally make him suited to this check, Moreover, was it worth stopping the game, busting out the dice, and tallying results, rather than just rewarding him for being a character with skills in certain areas.

In this example, the character does not appear to be performing a task repeatedly. Therefore, I would call for an Intelligence check if I thought the player's stated approach to the goal fell short of outright success but somewhere north of outright failure in my estimation.

In a more general sense, however, I have found that benefits outweigh the cons. I have a spreadsheet with everyone's passive skills, in which I then use green and gold to highlight proficiency and expertise, respectively (and sometimes just very high values based on Ability score bonuses), which helps me prevent data bloat. What I have found is, for the most part, by simply lettings someone succeed automatically at a check they had an extremely high chance of passing anyway, I can just let them role-play the result, and putting agency into the hands of players is always a good thing.

As mentioned before, and with all things DnD, your mileage may vary.

If just about any action boils down to a check - passive or otherwise - in a given game one might want to consider the DMG's warning (page 236): "...roleplaying can diminish if players feel that their die rolls, rather than their decisions and characterizations, always determine success."
 

iserith

Magic Wordsmith
Passive <skill>, to me, equates to the 'take 10' in other systems. That is, assume a roll of 10. In other systems, it's used when there's no stress and little or no chance of a dangerous result. It means that if you take a bit of time and just use the skill naturally, you get a naturally expected result.

What's missing is the equivalent of a 'take 20' from other systems. That is, assume you can try as many times as you like until you get a success, assuming that a roll of 20 would be a success. Doing so takes more time and assume that there are no bad results from a failure, but it means, for example, you can keep trying to pick that lock until you get it just right (assuming the difficulty of the lock isn't completely beyond you).

DMG, page 237: "...assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task." This assumes that the task isn't impossible and that its outcome is uncertain when the character doesn't spend this amount of time on it. For example, a brief one-minute search of the corridor may reveal the secret door if the ability check is successful, but if the character scours the corridor for a full 10 minutes, then he or she succeeds without a check. A passive check, however, could come into play if the character is searching for secret doors all the time while moving through the dungeon.

Edit: Notably, these mechanics don't need to come into play if there is no time pressure on the PCs such as a looming deadline or the chance of random encounters every X units of time. For that and other reasons, most of my games have time pressure.
 

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