D&D General "I make a perception check."

In a game with well distributed challenges, this kind of thing catches up with the player.

regardless if how he plays the character, the INT 8 character is still penalized when there's an INT saving throw (there aren't as many as the other stats, but the consequences of failure tend to be nasty!).

And if the player does find himself in a situation where the result is in doubt (such as an opposed roll involving INT) he's penalized, again regardless of how he plays the character.

So, IME, it tends to balance out ok.

Not quite as much in my experience. After all, the d20 roll is a big swing. Big enough for the "smart" character to fail repeatedly despite their high bonuses.

This means that for a character who is meant to be the smartest person in the room, they never come up with the plans, they never say the smartest thing at the table, and they don't even succeed on the rare rolls they get. Which really begins undercutting the concept.

Now, alternatively, I don't try an enforce -1 intelligence or charisma to the degree others do. For example, I'm playing an elf barbarian right now who has an 8 Intelligence, and the DM and other players were surprised by how well spoken and erudite he sounded. So I told them, "Imagine a 13th century catholic friar. Very intelligent. Now put him in modern day. Very Intelligent... for his time." The 8 represents that there are many modern things that my 200 year old jungle elf just doesn't know or didn't care to learn. Because an 8 doesn't make someone a drooling moron, like some people have insisted on playing or acting out at tables I've been on.

I personally find Charisma and Intelligence just... particularly thorny elements for the game. And I would far prefer to call Wisdom "Awareness" to make it actually fit what it does.
 

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They knew the room existed and were motivated to find it.

They knew the guy who had used the room seemingly disappeared down the hallway(there was a written record from someone).

There was an oddity as to the lamps (they made a chime noise when touched).

But mostly, the plot demanded it. Shows can be like that.

Ah, okay. Knowing the person disappeared down a hall, and that down the hall is a secret room, and the lamps chiming when touched would be plenty for people to start messing with them and figuring they must be connected.

I'd probably figure they wanted to mess with the puzzle for a bit, and I'd offer clues as they failed, until they either asked to roll or someone remembered watching an episode of Stargate: Atlantis
 

This, by the way, is what I think Brennan Lee Mulligan is trying to express in this clip:

I disagree in parts of this.

My character doesn't want to accomplish the quest as fast and as efficiently as possible. My character wants to satisfy their goals.

If I have a paladin who has sworn an oath to help the innocent, and there is a marauding band of orcs over that hill, but a family of five struggling with their wagon stuck in the mud to escape, then the fastest and most efficient way to defeat the goal of the quest is to ignore the family and march to the orcs. The family is nothing but a distraction from the greater quest. But my character wants to put that greater quest aside and help the family, because that is their personality and their own personal goals.

This is why I think it is so important to decide who your character is before the game starts.

The paladin is going to stop and help the family. The naughty word warlock who believes that people must survive on their own merits like he did when struggling as a starving orphan, sneers, tells the family they are bleeping idiots and to abandon the wagon and just run. But he isn't going to help them move the wagon unless another member of the party does so, and then he will act like this was a waste of time when they are done.

This is why I don't see the conflict he is talking about between wanting character arcs and playing the character. The character will naturally develop arcs as you go, unless you refuse to allow them to do so. Because people who go through life-changing events and spend time with people different than them change. The paladin gets their optimistic view challenged, and the warlock gets shown that hope is not a fools empty belly.

And meanwhile, this has nothing to do with the players fulfilling goals. I actually just recently (and this happens all the time in this game) posted an OOC message reminding the other party members to ask about the reward money for our quest. As a player, I want that reward, but my character barely believes in money, so they don't care and I can't ask in-character. But, if none of them do, I will end up asking the DM OOC, because that's just part of the game.

There is a story of the character wanting to take the most efficient route, but there is also the idea that the character's idea of efficiency may not be the same as everyone elses.
 

Okay, but just stating "these are how rules work" doesn't mean I think your rules are good. I can still accept that you will rule that way without being required to ignore things I see as problematic or not working as intended in your rules. Just as I would hope if a player in my game felt that the rules I was making didn't work well or had problematic elements, they would tell me about it.
Ok, so you don’t like the way I interpret the rules for perception. Cool. Glad we spent a dozen posts getting that figured out.
Because when I first suggested it you seemed utterly mystified by the idea.
But if it is later then the idol wasn't important. It could be retroactive foreshadowing, but in the moment it still wasn't important. And you knew it wasn't important, you just went back and made it important later.

So, again, you know what is and isn't important in the moment. Whether you decide to change that later doesn't matter.
At this point, all I can figure is that you’re using a definition of “important” that is alien to me. Sorry I can’t help you understand.
Have you ever been told about the difference between hearing and listening? I got that lecture a lot growing up. It is the exact same concept. There is a difference between seeing and looking.
Yes, I’m aware. I believe the intent of the passive check mechanics is for them to apply when a character is looking/listening not just seeing/hearing. That’s why you can’t use them while engaged in another task.
You don't have to, you prep locations and there is SOMETHING going on at that location, or else the players wouldn't be there. You don't just place your characters in a random place for no reason with nothing going on. I refuse to believe anyone does that.
Yes, things are going on in the locations. Which of those things will end up mattering to the story we create together by playing the game, and which won’t? I don’t know, and can’t know until we actually play.
Not if it is actually random. All random treasure does is tell you it is there. The only way to make random treasure important is to retroactively make up something that makes it important. Which you should really never do in my opinion, because that means you didn't even roll the treasure until they were about to get it, which I've never had a good experience with.
No, I do not generate treasure randomly when the players find it, with the exception of pocket change carried by humanoid enemies. Yes, I do come up with information connecting the stuff I generate or place to the locations they’re in. Since I can’t seem to understand what you mean when you say “important,” I can’t tell you if any of that information is what you would consider “important” or not. I can tell you that I have no idea what if any of that information the players will learn, or how they will use it, or if it will end up impacting the story we create together in any meaningful way.
No you remember the plan pretty much exactly as I laid it out. If you warned them, then they have a chance to come up with a different plan. Probably one involving fire and smoke to drive the goblin out of the room, since there is nothing else I can imagine that would not massively risk the player's health in the attempt.
Seems like a clever plan.
Right, I disagree with this ruling. You have ignored the player's intent, because they happened to guess incorrectly at which action was safe. If they had move to stand left of center of the room to search for traps, they would have been safe, and they would have had their chance to find traps. Instead, they set off the trap with no potential to find it. (I'm ignoring passive perception, because they had no active hand in that. They simply get handed a description of the room based off their passive perception. That has nothing to do with their actions or their decisions, unless you want to count character creation, which I don't)
I have not ignored their intent at all. They wanted to find out if there was a trap, and arguably they will. Since the trap is set off by standing in the center of the room, standing in the center of the room will result in the trap being set off. I don’t understand how this statement can be disputed, it is tautological.
1) Telegraphing fails, as you have said. You telegraphed enough they knew there were traps, and therefore stated an intent to find those traps safely. An intent you ignore, in favor of their action nullifying it and triggering the trap.
Again, I didn’t ignore that intent at all. I understand they intend to find out if there’s traps; their approach to achieving that intent happens to be one that will inevitably result in the trap being set off. I don’t see any other way that action could be resolved.
2) Passive perception is not a player choice or a player action. It is just the description of the room. You might as well say that they have a chance not to touch a fire because you told them there was a fire in the center of the room.
Well, it’s a choice to keep watch for danger while traveling or exploring, instead of, say, navigating, making a map, looking for secret doors, etc.
3) A chance to avoid the trap after triggering it was not their intent. Their intent was to find it before triggering it. At this point you have told them that they have failed, that for all their potential caution and attempts to avoid this exact scenario, they said the wrong action declaration, nullified their intent, and now must desperately try to salvage the situation.
Again, arguably they have been quite successful at finding out if there’s a trap. But, yeah, sometimes you make a decision and that decision has an outcome that is negative for your character. It is important to me that those negative outcomes be a result of your decisions, not random chance. Accordingly, I endeavor to give the players the tools they need to make informed decisions, and I expect them to give me the tools I need to determine the outcomes of those decisions.
4) Traps give saving throws regardless of the players actions or choices, this is still ignoring their intent and is actually the ultimate fail condition of their chosen action. I don't think you get credit for following the rules of the game though.
K
Their goal is clear. Why assume an approach that would cause them to fail in their goal to search a room? What approach could even possibly fail to search a room that wasn't a ridiculous thing no sane person would try? You know which checks apply, either intelligence or wisdom. And I'm not certain why you need to change the difficulty whether I'm going clockwise, grid search, or counter-clockwise.
I don’t want to assume an approach that would cause them to fail. Nor do I want to assume an approach that could not fail. I don’t want to assume an approach at all. That’s why I expect them to tell me their approach.
And why would a thorough search of the room, that rolled well, not find a concealed door? If the door can be found by looking in a specific spot, and you look through the entire room, then you will find it, there isn't even a question.
Depends where and how you search. I need a clear and reasonably specific declaration of goal and approach to determine that. “Search the whole room” is not reasonably specific in my opinion because there’s practically infinite ways that could be done. I need something specific enough that if we both play it out like little movies in our heads, those movies would look pretty similar. Otherwise, we are likely to have misunderstandings as we imagine entirely different narratives.
And it allows me to not ignore the intent of the players when they declare actions. Which is my preference.
Cool. You do you.
You never get zero chance of failure, unless you have read the DM's notes or their mind.

That's something I don't understand about your position. You always assume you will have the correct answer and therefore have zero chance of failure and 100% chance of success, but that doesn't happen. You always have a chance of failure.
🤷‍♀️ When I play as a player, I often succeed without a roll by describing actions that eliminate either any reasonable chance of failure, any potential consequences for failure, or both. In my experience, it’s not that hard to do.
Yeah, it is terrible when someone adopts a role and thinks what they would do based on that role. /sarcasm

Honestly, I've read a few bad character backstories, but most of them have been good, and most of them have been short. And talking before the game always me to easily seed things into the game early, instead of waiting for them to randomly justify something and then I think that sounds cool and then do something with it.

But also, frankly, I can't play the game without figuring out who the person is I'm playing, unless I want to just play myself. And I'm a terrible and terribly boring person. I don't want to play me, I've been me. And there is no lack of growth in play. You can absolutely grow as a character, because most people write flaws into their character to overcome, generally by having that flaw bite them in the butt repeatedly during play. Something you aren't going to see happen with blank slates who have no personality of backstory, IME.
Alright. We have different experiences and different preferences with regards to pre-written backstories vs. ones that are backfilled over the course of play.
How is whether or not you are within the zone of vision that is most likely to see you not involved in the decision on where to hide? How is whether or not you can blend your shape or color against that object not involved in the decision on where to hide?

These things absolutely play into that choice. And since these are factors that a +17 character would know, that an IRL non-expert wouldn't, it is fair to assume the character knows more about what they can and should do.
I just fundamentally disagree. There’s no great skill involved in deciding whether to hide under the ogre’s table or in the pantry; that’s something I think everyone who has played hide and seek as a child has probably picked up. The +17 becomes relevant when and if a stealth check becomes necessary.
 

I disagree in parts of this.

My character doesn't want to accomplish the quest as fast and as efficiently as possible. My character wants to satisfy their goals.

If I have a paladin who has sworn an oath to help the innocent, and there is a marauding band of orcs over that hill, but a family of five struggling with their wagon stuck in the mud to escape, then the fastest and most efficient way to defeat the goal of the quest is to ignore the family and march to the orcs. The family is nothing but a distraction from the greater quest. But my character wants to put that greater quest aside and help the family, because that is their personality and their own personal goals.

This is why I think it is so important to decide who your character is before the game starts.

The paladin is going to stop and help the family. The naughty word warlock who believes that people must survive on their own merits like he did when struggling as a starving orphan, sneers, tells the family they are bleeping idiots and to abandon the wagon and just run. But he isn't going to help them move the wagon unless another member of the party does so, and then he will act like this was a waste of time when they are done.

This is why I don't see the conflict he is talking about between wanting character arcs and playing the character. The character will naturally develop arcs as you go, unless you refuse to allow them to do so. Because people who go through life-changing events and spend time with people different than them change. The paladin gets their optimistic view challenged, and the warlock gets shown that hope is not a fools empty belly.

And meanwhile, this has nothing to do with the players fulfilling goals. I actually just recently (and this happens all the time in this game) posted an OOC message reminding the other party members to ask about the reward money for our quest. As a player, I want that reward, but my character barely believes in money, so they don't care and I can't ask in-character. But, if none of them do, I will end up asking the DM OOC, because that's just part of the game.

There is a story of the character wanting to take the most efficient route, but there is also the idea that the character's idea of efficiency may not be the same as everyone elses.
If you don’t think Frodo wanted to get to Mt Doom as quickly and efficiently as possible, we got very different impressions of that story.
 

Wow. Just read a sidebar about searching for an object. Skilled play is not dead.

You get to roll perception if you say “I am searching the drawer” and it’s in the drawer.

Pacing around a whole room and saying I look “all around” is really not specific enough.

Pays to read the rules…not to self…

Ah, yes, this one:

- - - - - - - - - - -
Finding a Hidden Object
PHB p178

When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.

In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.
- - - - - - - - - -

And by extension, saying "I roll Perception! ::clatter::" is also not enough... at least to the designers.
 

I thought we all agreed there was no winning in D&D long ago. I don’t know if comparing someone wanting to play a different style to wanting to win helps
I think it’s a completely fair comparison. I do, in fact, think you can “win” at D&D (though, again, winning doesn’t necessarily cause the game to end; there are many victories and many losses that will occur throughout the course of a campaign, and hopefully by the end those victories and losses will have made for an exciting, memorable story overall). In fact, I think the practice of shaming players for trying to “win” has done a great deal of harm to the hobby.
i was asking... and I don't think it is 'winning D&D' but i do feel it is VERY different then I feel.

As much as i do feel joy when we slay the dragon, I rarely would associate that feeling with winning a basketball game or check mating in chess. The entire PURPOSE of the type of game just FEELS different.
 

If you don’t think Frodo wanted to get to Mt Doom as quickly and efficiently as possible, we got very different impressions of that story.
I don't have a way to make this work with the lord of the rings (I have issues with the story to a modern mindset) but I will still go with an old action movie for my go to...

imagine Predator (I just saw prey so it is on my mind) you have a team that IN story thinks this is a normalish military op... the audience (and most likely players if this were a game) know better. Once the alien shows up it should be easy for the players (and the audience for 100% sure) realize there is an invisible alien with advanced tech hunting them...

now if the player in this case wants to win they should be setting traps, using environment and trying to find an aliens target. What is best for the narrative is if the characters do NOT jump to alien, or super tech, or Invisability. So we have a conflict. Should you use the character mindset (they think this is still the real world) or the player mindset (they not only know it is a game but can put together what is going on easy) of wanting to 'win'?

Now there are 100s of novels, TV Shows (include steaming), and movies where the entire drama of the plot could be solved if all the characters talked and shared information... but (and this is what is most important) those stories can NOT happen if they just talk and share information...

there are entire Tic Toks and facebook things that have "realistic endings to _______" where in a VERY early scene a character puts together something the audience already knows, acts on it and the story ends... and ends with a happier ending normally.


someone earlier said that skipping a scene to get to the next without detailing HOW they got past something was a parody... but as I think about player skill I imagine the scene from Austin Powers where Dr Evil's son is like "Why don't we just shoot him" and years later when in OotS had elan name that thought process as Genre Savey. If anything THAT using the player knowledge to go out of your way to always make the best choice even if it doesn't follow the story seems MORE the parody to me.
 

Ah, yes, this one:

- - - - - - - - - - -
Finding a Hidden Object
PHB p178

When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.

In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.
- - - - - - - - - -

And by extension, saying "I roll Perception! ::clatter::" is also not enough... at least to the designers.
Yup. And in practice in my games I allow auto-success if the players check in the right spot and it's not somehow MORE concealed in that spot, or adjust the DC based on their level of specificity and the amount of time they invest in the search.
 

imagine Predator (I just saw prey so it is on my mind) you have a team that IN story thinks this is a normalish military op... the audience (and most likely players if this were a game) know better. Once the alien shows up it should be easy for the players (and the audience for 100% sure) realize there is an invisible alien with advanced tech hunting them...

now if the player in this case wants to win they should be setting traps, using environment and trying to find an aliens target. What is best for the narrative is if the characters do NOT jump to alien, or super tech, or Invisability.

Why is that obvious? When 'Predator' came out, very few people had been exposed to the concept of an invisible alien with advanced tech hunting them. One of the experiences of the original movie that is hard to capture now is the fact the audience had barely more understanding of what was going on than the characters in the movie. Now, all those tropes are part of the culture, so if real people were put into a similar situation it would be natural for them to think, "This is like Predator!" One of the problems with most zombie movies is that the characters in the movie act like they've never heard of a zombie before. Today, zombies are so ubiquitous as to be a trope. Everyone is genre savvy.

In my opinion it often hurts a narrative when the characters are obviously dumb for the purposes of the plot. I hate that. Breaks my immersion every time, especially when the characters are protagonists.

So we have a conflict.

Do we?

Should you use the character mindset (they think this is still the real world) or the player mindset (they not only know it is a game but can put together what is going on easy) of wanting to 'win'?

Or do we just have incoherent assumptions about what the character mindset should be. Are we just demanding that the characters conform to some bad stereotype? One of the differences between RPGs and movies is that the plot can't depend on the characters being stupid. The characters will be stupid, but not in a way that the plot depends on.

Now there are 100s of novels, TV Shows (include steaming), and movies where the entire drama of the plot could be solved if all the characters talked and shared information... but (and this is what is most important) those stories can NOT happen if they just talk and share information...

Then to be frank, unless a very good reason is given why the characters don't talk and share information, they are very bad stories. Plots that depend on characters jumping through hoops because they are stupid annoy me to no end. Now, if the characters don't talk for reasons that are sympathetic and understandable, because from the characters perspective they have good reasons, that's fine. And if the protagonists aren't the ones being stupid, that's OK. But I hate stupid protagonists with a passion in any media, and no RPG should depend on them.

there are entire Tic Toks and facebook things that have "realistic endings to _______" where in a VERY early scene a character puts together something the audience already knows, acts on it and the story ends... and ends with a happier ending normally.

Especially from the perspective of an RPG, this is proof often that the story is poor.
 
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