D&D 5E Beast master wants to use pet to get +5 to passive perception

No, I would not, again, this is a specific circumstance where the ambush is really not detectable in advance. As I've discussed with @Maxperson, I'm not saying that it can't happen, what I was saying is that it should not happen all the time, as it is a bit boring and discouraging for the PCs.

My thoughts on this:

This scenario is most certainly not a "specific circumstance". The orcs are using stealth from an advantageous position to avoid notice from those watching for danger and won't move until the quarry is close. Isn't that how an ambush works?

The very act of moving from their hiding spot determines whether the orcs get the jump on party who is traveling down the road. Not done stealthily enough and some portion of the party is going to be ready for it.

It seems to me that you want to exclude this typical ambush example because it perhaps shows the flaw in your interpretation of the traveling/hidden threat/surprise rule intersection. If I understand your typical ruling, most of the time you want Stealth to be rolled twice by any hidden enemies: once to avoid notice by those "watching for danger" when they are within X distance and then once more when combat is about to start to determine surprise (if those "watching for danger" did not notice them initially). It's my position that making the orcs roll twice for stealth is one time too many according to the rules - among other issues, rolling twice has the consequence of nerfing surprise and elevating perception. You argue that this is "more heroic" - but do you apply the same mechanics to the enemies? That would also make the perception of enemies more powerful if the PCs are trying to be stealthy and, therefore, make it harder for the PCs to surprise enemies. Right?

Rather than adding "specific circumstance" as an exception to how you read the travelling/hidden threat/surprise rules, doesn't it make sense that there is always just ONE check in a surprise scenario?


Asides:

Moreover, the "so well hidden" is usually a function of the stealth of the creatures.
Any creature is welcome to try to hide regardless of their stealth bonus. Just as any PC is welcome to try to hide regardless of theirs. Doing something successfully in D&D can sometimes be luck and sometimes be skill and often is a bit of both.

It might be proper for some creatures like assassins, but doing it all the time would be quite unfair to the players.
The "all the time" part here does resonate with me. Not every creature or group of creatures should be trying to ambush the party. Not every encounter involves hidden threats. Certainly mixing it up is good practice. I don't know about "unfair" though. It's the DM's job to create challenges for the player and their PCs. "Annoying" might be a better word. An entire campaign of enemies trying to ambush the PCs would get old.
 

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That's more the "core mechanic" of D&D 5e than what is commonly known as "rule zero."

I think it's a mix of both, depending on as to it is presented. If it's something that is done all the time and presented as a house rule, it's more rule 0, if it's ad hoc, I think it's more the core mechanics of assigning adv/dis and using auto failure/success. What also comes into play is the play style, as presented in the Role of Dice. I know that I lean very much towards the "Ignoring the Dice" position, which means that I use the passives a lot (in our games, I don't think I've asked for an Insight check in the last 2 years, although I use passive Insight all the time when describing what the PCs feel of their counterparts; I also use a lot of passive stealth for example). Combined with the rule 0 and the large flexibility of what you point out in terms of "core mechanics" modifying the behaviour of the system, that's a huge amount of flexibility.
 

And on this, I agree again, just pointing out that this is a slightly different discussion than the travelling rules, as this is a specific situation set-up and not the "routine" travelling from point A to point B (relatively far away, a days travel along the road, but maybe only a few minutes away on the other side of a dungeon complex). In effect, what you are setting above is already an encounter, since there is that suspicious ravine.

For me, this is because you have clearly set-up the ravine as more than "just travel", it's presented as an encounter in its own right, and therefore shifting out of the pure travel rules to encounter mode is justification enough for the change.
Wait. Earlier in the thread you said that "traveling" in a dungeon meant you were just moving through on the way to somewhere else. You can still have encounters in a dungeon while traveling in this manner. What's the difference between traveling through a dungeon on the way to somewhere else where you can encounter things still being travel, but traveling through a ravine on the way to somewhere else where you can encounter things not being travel? Especially since the travel rules indicate that you can encounter threats like hostile creatures who are trying to surprise you.
We agree, with (I hope) just the precision that although the Wizard will not get any check to detect the ambush in advance, he would get his PP for surprise like anyone else.
A wizard studying is not looking around for threat at all. Not even a little bit so he has no passive perception while he is distracted like that. Passive perception is not a constant sonar that's on while you are focused on other things.
 

This scenario is most certainly not a "specific circumstance". The orcs are using stealth from an advantageous position to avoid notice from those watching for danger and won't move until the quarry is close. Isn't that how an ambush works?

It works, with the following limitation: whether such a site for a perfect ambush exists or not, and how efficients the orcs are at it are dependent on ONLY one thing, what the DM provides, what he chooses to put in front of the adventurers.

And because the DM is choosing, if the DM chooses all the time to have perfect ambushes that the characters have no way to detect in advance, for me it's not only boring, but it's also not fair to the players, not taking into account what they might do. In short, not my preferred style of gaming.

The very act of moving from their hiding spot determines whether the orcs get the jump on party who is traveling down the road. Not done stealthily enough and some portion of the party is going to be ready for it.

That is the last minute detection, and as you've noticed, I'm very much in favour of that and not gimping the players on this segment of play. But what I'm also saying is that the hiding spot might not be perfect, or the use of the hiding spot might not be perfect because of the limitations of the creature. An Otyugh might be completely out of sight, but still betrayed by his awful smell, etc.

It seems to me that you want to exclude this typical ambush example because it perhaps shows the flaw in your interpretation of the traveling/hidden threat/surprise rule intersection.

First, there is no flaw that you have demonstrated, and second no, I'm doing it exactly for the reasons that I indicate in the game. I'm not going to ask if YOU are discussing in good faith here, so can we please avoid this kind of insulting innuendo ?

If I understand your typical ruling, most of the time you want Stealth to be rolled twice by any hidden enemies: once to avoid notice by those "watching for danger" when they are within X distance and then once more when combat is about to start to determine surprise (if those "watching for danger" did not notice them initially).

No, and this just shows that you have not understood how stealth works. In this, I totally support and apply the RAW: "Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence."

This means that I don't roll twice. I roll once, and as long as the ambushers are not discovered, the same roll applies. Moreover, since the "DC" is the passive, it does not change, so if they have passed the test, the only thing that might change the result is a change in the conditions (for example, a PC creates a light, removing the disadvantage that he had on spotting enemies, etc.).

This is very clearly explained in the podcast: "They keep that result whatever the total is from that from that check, they keep it until someone discovers them or they decide there if they're going to stop hiding. So this is relevant, particularly in combat, as one of the actions that you can take in combat on your turn is to hide. I mean, you need to spend your whole action doing it. And. This rule means if, let's say, you want to hide for multiple rounds, you don't keep making dexterity. Still checks round after round, you just make it once. You basically. What this means is you only have to spend 1 action trying to hide and then once you've done it, you keep whatever that result was until. You're no longer hidden, and again, that's either because you you've run out of hiding or you know you made a loud noise or someone discovered you as soon as as soon as that happens, even one person discovers you. Basically. That nullifies whatever you rolled, and if you want to hide again, you're going to have to make another check. And what that means in combat, that means you're going to have to spend your action doing it again. What if, for example, though, you hide around the corner of a hallway from someone who's in an enemy that's in the hallway, get that you put you so you're hiding around the corner. You're still hidden. But you decide to move and we won't go into a room as well. Do you still use the initial spell check or do you have to roll again when you're moving? You do not have to roll again. Interesting, yeah you the main. The main thing you have to do too once. Once you have made your check the main thing you have to do to remain hidden is make sure people can't see you clearly. And make sure you're not making a bunch of noise, and the number that you get from your check really determines how well are you succeeding at those things. How well are you succeeding at staying out of sight and staying quiet? And that's ultimately what hiding means, hiding if you're hidden the way the rules define it, it means you're both. Not noticed visually in it and you're not heard people people can't hear you. You're still obviously making a little bit of noise. Unless you're magically completely silenced. Yeah, you might even be technically visible, but let's say you're creeping through some fog. You might be creeping just well enough. And being just quiet enough that people don't notice you now is that rule to speed up play as far as so not making sure you have rules tell check every round or yeah and we in general don't don't want people to have to make a bunch of roles for really what is a single process."

For me, it's a fundamental rule, and a very, very good one. It speeds up play considerably because you don't have to roll again, and because stealth is so often pitted against passive, you knwo the results in advance, no need to roll again.

It's my position that making the orcs roll twice for stealth is one time too many according to the rules - among other issues, rolling twice has the consequence of nerfing surprise and elevating perception. You argue that this is "more heroic" - but do you apply the same mechanics to the enemies? That would also make the perception of enemies more powerful if the PCs are trying to be stealthy and, therefore, make it harder for the PCs to surprise enemies. Right?

Absolutely not right, the RAW has a very different view on the subject, one that I suggest you think of in more detail, and following it just takes care of that suspicion that you might have.

Rather than adding "specific circumstance" as an exception to how you read the travelling/hidden threat/surprise rules, doesn't it make sense that there is always just ONE check in a surprise scenario?

As I've explained, in the end, there is only ONE roll done for stealth. It's just that it might be used at different times, with some characters ahead of the ambush if they are taking some precautions, and in any case at surprise time for all characters, but note that if the characters looking for danger failed at the time, they will fail exactly the same at surprise time because neither the roll nor their passive has changed, in general. And if the circumstances HAVE changed, then it's normal to take them into account, but it's still not a new roll, it's just that the stealth or the PP might get a +/-5 dur to adv/dis or an auto fail/success.

Any creature is welcome to try to hide regardless of their stealth bonus. Just as any PC is welcome to try to hide regardless of theirs. Doing something successfully in D&D can sometimes be luck and sometimes be skill and often is a bit of both.

That has been exactly my position with @iserith, some creatures are gifted for stealth and others not, but unless there are specific roleplaying circumstances that preclude stealth, most creatures, even non-intelligent ones, will try to achieve surprise by stealth.

The "all the time" part here does resonate with me. Not every creature or group of creatures should be trying to ambush the party. Not every encounter involves hidden threats. Certainly mixing it up is good practice. I don't know about "unfair" though. It's the DM's job to create challenges for the player and their PCs. "Annoying" might be a better word. An entire campaign of enemies trying to ambush the PCs would get old.

OK for "annoying", if you think it's more appropriate. I would still use "unfair" since it's really the DM tweaking the game so that PCs cannot succeed at some tasks, which is really not my conception of the game...
 

Yeah. I'm using the differentiation to note the difference between, "I'm carefully watching the ravine ridges for possible ambush(action on the part of the PC)" and "I'm just going to look every which-a-way in my usual repeated pattern without actually saying anything to the DM(passive perception)." The former warrants a roll if the outcome is still in doubt. Passive perception doesn't cover declared actions.
Can I, as a player, say up front in a campaign that "any time I'm not doing something that takes my attention I'm always actively perceiving for danger"?
 

Wait. Earlier in the thread you said that "traveling" in a dungeon meant you were just moving through on the way to somewhere else. You can still have encounters in a dungeon while traveling in this manner. What's the difference between traveling through a dungeon on the way to somewhere else where you can encounter things still being travel, but traveling through a ravine on the way to somewhere else where you can encounter things not being travel? Especially since the travel rules indicate that you can encounter threats like hostile creatures who are trying to surprise you.

The difference is the "routine" aspect of it. Remember that, for example already in the PH, it says that very often the DM will abbreviate the travel sequence and summarise the results.

However, sometimes, there is either real danger or the DM want the players to feel that there might be some. So when the players tell the DM "we are travelling back to the stairs at the entrance of the level", the DM might summarise it, but he might also say "give me a marching order, just in case, and tell me which way you are going, and if anyone is doing anything in particular".

Depending on their answer and what he has planned, he might summarise things right then, or he might know that, along the path, the drows that the PCs have pissed off at the start of the level have received reinforcement, and prepared an ambush.

For me, the travel rules are there to provide some verisimilitude on something that could be extremely boring, but which might become suddenly interesting, for example with a random encounter on the road, or a patrol in a dungeon, etc.

You CAN encounter hostile creatures trying to surprise you, but it does not mean you will. Just in case, tell me how you prepare for that travel...

A wizard studying is not looking around for threat at all. Not even a little bit so he has no passive perception while he is distracted like that. Passive perception is not a constant sonar that's on while you are focused on other things.

And on this, we will have to agree to disagree. This is not the way I play it, it's not the way the rules are written (see the stealth and surprise rules, they make no exception for this), and it's certainly not the way JC describes it, even someone completely engrossed in a play - so much so that he lets an enemy come out of hiding in his direction in full visibility - has his passive perception. JC's take (and mine) is that it takes you being unconscious to lose your PP, not simple distraction.

However, as a DM, and with the flexibility of 5e, it's absolutely within your right as a DM to assign disadvantage or even auto-failure on the PP of a character that you feel is distracted. Just make sure to make it clear to the players, as if they have read the rules the way I have, or listened to the podcast, they will have different expectations.
 

Can I, as a player, say up front in a campaign that "any time I'm not doing something that takes my attention I'm always actively perceiving for danger"?

Not with me. The Travel Rules are a global approximation of what you globally spend your time on during travelling. As mentioned very clearly in said rules, travelling does not mean that you do the same thing all the time, you will stop to eat, you will pause to catch your breath, you will discuss with your travelling companions. etc.

But, statistically, if you are doing something most of the time, it means that if something happens, it will catch you while you are doing that thing. This is why the Travel Rules ask you to decide your main activities for the travel, and it's not "meta", it's simple, with no caveat for the sake of simplicity, but also fairness.
 

Not with me. The Travel Rules are a global approximation of what you globally spend your time on during travelling. As mentioned very clearly in said rules, travelling does not mean that you do the same thing all the time, you will stop to eat, you will pause to catch your breath, you will discuss with your travelling companions. etc.

But, statistically, if you are doing something most of the time, it means that if something happens, it will catch you while you are doing that thing. This is why the Travel Rules ask you to decide your main activities for the travel, and it's not "meta", it's simple, with no caveat for the sake of simplicity, but also fairness.
I was asking someone that said they give a PC an active skill check roll for an activity they were doing over a period of time (like walking through a ravine). My question was do I have to declare I'm being cautious at each and every possibly dangerous situation or can I say I'm always cautious for my waking hours?

In my opinion that is exactly what your PP score is...how cautious you are over a long term stretch of time.
 

No worries.



If all of them are watching for danger, then the DC is 16, because if they beat 16, none of the PCs will have seen them. This comes from "Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat." If anyone in the group notices the threat, then that's it, it's no longer hidden.

However, if the character with a PP of 16 is not watching for danger, he doesn't "contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats.". So the DC goes down to 14.



For a group check to succeed, at least half the group must succeed, so at least 3 orcs must roll 16 or more (14 if the highest PP in the group is doing another activity).

After that, note that there is a bit am ambiguity at that level of the rules. This is a contest, and "If the contest results in a tie, the situation remains the same as it was before the contest." This is why I say that the orcs were hidden and remain hidden if the roll is equal. But on this, it's up to each DM's appreciation.
The problem with this interpretation is that you have basically told 3/4 of the players that they may as well have their characters build Legos or play cards narratively because their decision to help keep watch didn't result in a world where the party was more alert than if they hadn't been doing so.
 

I was asking someone that said they give a PC an active skill check roll for an activity they were doing over a period of time (like walking through a ravine). My question was do I have to declare I'm being cautious at each and every possibly dangerous situation or can I say I'm always cautious for my waking hours?

Not in my interpretation. Because characters are very rarely deprived of their PP, they are by default on alert, as heroes should be. The only thing that they are not able to is keep an advance watch for hidden threats allowing them to warn the group in advance.

I really love this, since it has saved me from countless worthless declarations of "I am watching for trouble, etc." in all circumstances. At our tables, players know that their characters are alert and focus on what is really important in the situations. They know that the DM is not going to use a "gotch'a" as soon as the players has not declared specifically that he was cautious, it's assumed.

In my opinion that is exactly what your PP score is...how cautious you are over a long term stretch of time.

Indeed, and it can be described in many ways depending on the circumstances.
 

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