I get that everyone has their own interpretations, but just dismissing that while at the same time doubling down on "you need an action" seems like it is ignoring the actual conflict here. Because many people have responded with an action, that you have since said is not an action.
When have I said it’s not an action? I have repeatedly said that looking around is an action, which the characters are constantly doing, and so I use a passive check to resolve.
And yes, again, I didn't say exactly what I am looking for... because why would I? What value do I get for saying that I'm looking for a hidden catch. instead of just asking about examining the books? By asking "do I find any hidden catches" I may get the answer of no, because the important clue on the bookshelf was the names of the titles of the books. Does looking for hidden catches also let me get that clue? Probably not in my experience, so by being more specific in what information I want, I'm doing nothing but ruining my chances of finding important information.
Why on earth would you run your fingers along the books to try to find out if there’s a clue in the names in the titles of the books? You could have simply said you read the titles of the books to see if they contain any hidden patterns or information. This is why both goal and approach are necessary parts of an action declaration. If you just said you ran your fingers along the books, I wouldn’t have thought to consider the titles, because that has nothing to do with touching the books. I can’t read your mind, so I need you to tell me both what you’re trying to accomplish and how.
But this is 100% the problem. Perception is the skill to find a hidden creature. It is impossible to hide without concealment or cover. If they don't have cover, they cannot be hidden, period.
So, I have to do something, which isn't noticing, to use the skill for noticing. Do you see how this is a fundamental issue? You are completely cutting off the ability to utilizing the skill, by demanding a non-existent action.
So, perception is a dead skill in your games, the only use of it is to increase your passive perception, because that is the only thing that ever matters. That's what I'm getting from this, because you are demanding an action, but you can't actually give any actions just "something other than trying to perceive"
Are you not actually reading my posts? I’ve told you twice now, I call for ability checks and leave it up to the player to determine if one of their proficiencies apply. If you we’re playing in my games, the usefulness or lack thereof of the perception skill would come down to your assessment of when it’s applicable, not mine. If you do something to try and detect danger, and that action could result in detecting danger or not, and the key factor in determining that was intuition and/or awareness, I would call for a Wisdom check. If the key factor was memory and/or deductive reasoning, I would call for an Intelligence check instead. Either way, it would then be up to you to decide if you thought your proficiency in Perception (or your proficiency in Investigation, or Eve. your proficiency in cooking supplies for that matter) was applicable.
Because, again, as was stated earlier, if you are just passively telling them everything their perception gets them, but they know that passive is only a 10+mod, then they may want to roll because there is something they could have missed. But they can't roll, because they need to determine some action other than perception to utilize their perception.
They shouldn’t want to roll, because rolling has a chance of failure and failure has consequences. Instead, they should want to find out if there is something they missed with their passive perception or not. And if they do want that, they should tell me so, and tell me what their characters do to try and find that out, so I can determine if a roll is needed or not. Which they should really hope it’s not, because again, a roll can fail and failure has consequences.
My keys are on my desk, if someone looked in my room, they might not see them, because while they are out in the open, my desk has a decent amount of clutter. But if they looked again, they might see them. The outcome is uncertain, but the action is the same.
Sure, and “looking again” indicates that they are performing the action of looking in your room repeatedly, so a passive perception check would be used to represent the average result of them doing so. If they still don’t see it, they would probably have to move some of the clutter, or otherwise do something that changes the circumstances in order to find them.
And if you have described the scene in perfect detail, with every relevant thing, but the players think something is hidden or they missed something... they may want to attempt to see the thing they missed. But that isn't an action they can take, according to you.
Wanting to see if they missed something isn’t an action at all, it’s just a desire - a goal. It’s a perfectly valid goal, but to achieve it they need to do something. Want in one hand and spit in the other…
So, punish people for declaring specific actions instead of general ones, after refusing them the chance to use general ones, to force them to keep moving.
What? Players are free to take general or specific actions as they like, and there is no punishment for either.
Telegraphing is important, but if you are describing an entire room in detail, they might miss you telegraphed something. They might think you telegraphed something that you didn't.
Yes, that’s part of the challenge of the game - paying attention to the environment and trying to make the best decisions you can based on that information. Sometimes you make good decisions, sometimes you make poor decisions, especially if you misinterpret the available information. That’s literally how exploration works.
They've told you what they are wanting to do.
But not how they plan to accomplish it.
You are just refusing to allow them to do it. Trying to push them to declare specific discrete actions, instead of allowing them to make general actions. And I don't understand why.
General actions are perfectly fine as long as they clearly convey a goal and an approach to trying to achieve it.
I want to know, what I don't know. How is that not clear? I, Chaosmancer the player, do not know anything about this idol beyond what you have described. Manser the Cleric of the Divine Light, probably knows a lot about religious idols. What does he know about this idol?
I have described everything relevant that he ought to know based on what I know of his knowledge base. If you want to know something
beyond that, you have to tell me what, and how you might know it.
Again, it would be stupid of me say something like "I want to know if this idol is used in fertility rituals" because then you can say "No, it doesn't appear to be" and I've completely missed that the idol is a desecrated war idol, because I didn't ask about that. But also, why would I ask about that? I have no idea what this idol is, so I don't know what to ask.
You shouldn’t have no idea what the idol is. If that’s the case, I have done my job as DM poorly.
So, you have never included an item of which details you didn't immediately tell the party were important? Frankly, I have a hard time believing that. If the idol is important, it is important because it is a clue or something they were sent for, and you aren't going to just tell them what the clue is and what it means for the larger situation.
You keep saying you can't "read the player's mind" but it is really simple. They want to know what the important information is. You know what the important information is, because you placed that idol there for a reason. If you didn't and there is no important information, then you can just tell them "There is nothing special about the item, unless you want to know more about the deity/religion?"
So, either you are telling them everything they could possibly learn from a roll, because they should know it, or you know what information they are likely asking about, because it is the stuff you didn't tell them. And if it is something they can't possibly know, you tell them there is no need to roll, because they don't know anything about it. There is no 3-D chess here, the player's mind is not some unfathomable swamp you cannot possibly understand. Their intent is very clear.
I think you’re assuming a different style of game than I generally run. In an event based campaign, it would probably be true that the idol was placed for a specific story purpose, with certain information the players are supposed to be able to gain from it. But I prefer to run more location-based games. The idol might be there because it showed up on a random table. Or it might be there as set dressing, or because it makes sense to be there. But that doesn’t mean it isn’t important. It’s as important or unimportant as the players make of it.
How is "I want to know everything I could possibly know about this idol." so fundamentally different than "Can I roll religion?" after you finish describing the idol. Those are the exact same statements.
And neither conveys anything meaningful about the player’s intent or the character’s activity. You could know anything about the idol, or you could not. I can’t do anything with an infinite field of possible information. I’ve told you what I think is likely to be relevant that would be obvious to your character. If there’s something more you want to know, I need you to specify what. If it’s a lot of things that’s fine, we can resolve them as needed.
And suddenly everyone's "friend's second-cousin's mother" gets randomly brought up because they happen to apply, to justify asking for information that they should just be able to ask for anyways.
I don’t see a problem with that. It makes the world feel richer by revealing the character’s backgrounds and connections.
I've seen people do this, everyone just starts spouting off nonsense they forget five minutes later to try and justify making the check. No thank you. I'd rather just let you make the check. Especially since, you probably don't know everything that your character could possibly know. After all, we pick up random knowledge from everywhere.
You know who else doesn’t know everything your character could know about a subject? Me. So, we need to narrow it down. Tell me what you want to know beyond what I’ve already told you and where you might have learned it so I can resolve that.
Alright, so which action would get you to call for an ability check to notice hidden things in the room you just described?
That isn’t how it works. I don’t have an action in mind that you have to correctly guess to get me to let you make an ability check. If you think there might be hidden stuff in the room, tell me so, and tell me what you want to do to try and find it, and I will make my best assement of if that can work, if it can fail to, and how difficult it might be if both are possible.
So, the player doesn't roll. They just state the obvious thing they were already doing (paying attention to the NPCs body language) and you roll against a passive DC. That isn't allowing the player to roll a check.
Ok?
And this is especially strange since, clearly the NPC should have rolled already, because you were accounting for the player's passive insight when they started talking to the person right? You aren't waiting for an action declaration for their passive score to be applied.
Probably? We’re speaking in pretty vague hypotheticals, so I can’t really give a definite answer.
Okay, that's a decent usage of it. Never seen it, because nobody at my tables has ever once tried to figure out an NPC's trait, ideal, bond or flaw this way. But I could see the use case.
Question. If the PC said they wanted to get the lay of the land at a party, basically getting the traits, ideals, bonds and flaws of multiple people by repeating the action over the course of several minutes, would you have them roll, or take the passive?
That sounds like a passive check, yeah.