Sure, maybe it was a two person campaign and neither of the players decided to invest much in Perception. A small party not having the tools they need to excel in a particular situation is a normal thing that happens in D&D gameplay.
Not every single game of DnD involves 5 to 6 people, yes this is a true statement.
Also, again, how is proficiency and a 14 wisdom not "investing much" in perception. You have built characters, you know how the system works. Assuming standard array because rolling is random the highest four scores are 15, 14, 13, 12. Assuming Tasha's because we don't want to assume race, so you have a +2 and a +1.
Fighter is going to need either Dex or strength, and con. No matter how you slice those scores and those modifiers, you only have three options. Either at 14, wisdom is tied for your highest stat (The 15 does not make a meaningful difference, both give a mod of +2. Option two, at a 14 wisdom is tied for your second highest stat, or option 3 for some unknownable reason you make your wisdom a 16 and your highest stat. Option 3 is really a non-starter, because no fighter ability or subclass I can think of uses wisdom. Meanwhile a fighter gets only 4 skills, so getting perception proficiency is 25% of all their skill profs.
So, the fighter is likely using 25% of the skills and their second highest score. That's a low investment to you?
The bard is actually even worse, because as a full caster they need Charisma, then they need Dex for AC, then they need con, making Wisdom a fourth consideration. And they have the exact same options. Either it is tied for their highest, it is their second highest and they have dropped dex or con to a +1, or they have insanely chosen wisdom as their highest score. They are slightly better on skills, they get 5, but it is still 20% of their skill options. Which is still a large investment.
And frankly, if you are finding every single character in your games is making wisdom their highest score, regardless of their classes actual use for the score? Then that is a bad sign about your games, because it means all your players see Passive Perception as the single most important aspect of their characters, more important than even their class abilities.
None of those things were initially specified in the example. Regardless, my point was that it’s not impossible or even particularly unlikely for the party to have access to a better passive Perception than 14. That this particular hypothetical group doesn’t is not a problem with my DMing style.
Never said it was impossible. But saying "I don't see a problem because I just added a level 4 variant human cleric with alert and skill expert who has a higher passive perception" is ignoring the spirit of the conversation to score cheap points because it is "possible"
I don’t understand how you can see that the players have multiple, mutually exclusive options, and claim that picking between them isn’t a choice.
I don't see why I have to keep repeating myself.
The options, including your houserule are
1) Look for Danger (automatic)
2) Help someone look for danger
3) Look for secret doors
4) Make a map
Which, under my rules, looks like
1) Look for Danger (automatic)
2) Make a map
When you have more than 1 person in the party, then two options isn't a "choice" since multiple maps is pointless. And even with your rules, half the options are looking for danger. The only reason you don't have all four options picked is because we established a four-man team, and you would have auto-suprise hit the back row if they didn't have a person looking for danger in front and a person looking for danger in back, requiring at least two people. Which makes the only choice being if the third lowest wisdom score helps the back, helps the front, or thinks they have a chance to locate any random secret doors.
So, again, I don't see "looking for danger" as a choice, because it is the default option. Heck, the PHB calls it out that PCs are going to be looking for danger unless they are specifically doing something else. It is their baseline state.
I don’t consider my ideas impossible to challenge or critique, I’m just not here to present them for critique. And it certainly seems like you’re trying to argue that my technique only serves to trap players into unsinkable gotcha scenarios, which I think definitely qualifies as an accusation of badwrongfun.
Only because every time I try and figure out what is needed for your technique, we end up needing more and more detail lest the players do the wrong thing and get punished for it. That's not on me. That's on you.
I did acknowledge several posts back that it would probably make more sense to lump looking for traps in with looking for secret doors rather than keeping watch for monsters.
So now your houserule system is going to be
1) Look for monsters (automatic?)
2) Help someone look for monsters
3) Look for traps and secret doors
4) Help someone look for traps and secret doors
5) Make a map
And with needing people in front and in back looking for monsters, how exactly is a 4-man party supposed to cover these? It would have to be that you have 1 person make the map (can't get lost), 2 people looking for monsters and 1 person looking for traps and doors... who will have to be the furthest forward, and won't be able to look for monsters, so... good thing rogues are high dex and can disengage as a bonus action, cause they can't see a monster unless the stupid thing is standing in the middle of the hall, so they are either walking in tandem with a monster spotter, who hopefully you are kind to and don't have auto-trigger traps as they travel, or they are getting ambushed all the time.
Almost makes you wonder if there was a reason the PHB indicates that looking for monsters, hazards, traps AND secret doors should be the same travel action...
They are entirely different things.
Physically sure, but that's like saying that Orcs and slimes are entirely different monsters. Not the point being raised.
You would spot a secret door using the same exact cues as you would be traps and ambushes.
The characters who are keeping watch for danger can avoid being surprised by monsters that ambush them from behind secret doors. I don’t know how one would possibly counter-ambush a group of enemies that is hidden behind a secret door without finding the secret door first, regardless of whether you lump looking for it in with keeping watch for monsters.
"Avoid being surprised" isn't the same thing as "stop the ambush" because the ambush is still 100% successful, they just have one person, maybe two who may possibly get to act on the first round.
And, yeah, you hit the nail on the head. You could counter-ambush a group behind a secret door, by noticing the secret door. Which is why the chance to notice the secret door is kind of important. It is kind of the whole crux of being able to deal with the potential ambush.
I thought I was pretty clear that the specific thing I wanted you to describe was your method of looking for traps, yes. If that’s your goal, I need to know your approach to that goal, to a reasonable degree of specificity.
Funny, you seemed to come up with the10-foot poll method and the mage-hand method easily enough. I have also been quite explicit that I understand you are not a trapsmith; I am also not a trapsmith. I will keep both of our lack of specialized knowledge in mind and do my best to interpret your action declarations generously in light of that fact.
If for some reason you want to roll, I recommend describing something that you think could succeed but could also fail, and would have consequences if it failed.
So, for days you argued on the position that "I move to the center of the room, looking for traps" and that it was exactly as specific as you needed. Now that is false (coincidentally, that started being false as soon as I pointed out that that description does cover a method that could find the trap, as I kept asserting) and so far the only method I've given that you have accepted is a traditional pixel-kvetching that you started this thread claiming you do not require.
I also find it darkly hilarious that you can honestly still claim you would "interpret your action declarations generously" when doing so for the initial declaration would have led to you interpretting it as moving slowly and looking at the ground, which utterly changed the entire thing! Except then looking wasn't good enough, so in your "generous" interpretation, what am I doing when looking? Or are you only generous as long as I declare I'm touching something? Because for all your supposed generosity, the only thing you have accepted without question is pixel-hunting in traditional fashion.
That’s an incorrect assumption. Maybe you have played with lots of DMs who acti fly try to thwart whatever actions the players attempt, but I am not one of them, and you treating this discussion as if it was with one of them is not helping us come to a mutual understanding, which you claim to be your goal.
My approach absolutely can have problems and pitfalls, which I have acknowledged plenty, including in this thread if I recall correctly. A lot of “killer DMs” are DMs who have fallen into pitfalls related to this technique. One of the reasons I share my approach is to help other DMs who employ or may be curious about employing a similar style, might avoid such pitfalls.
I started this conversation thinking you weren't that type of DM. Now here we are. You need more detail, you need even more detail, you still don't know if I triggered the trap so you need EVEN MORE detail. And every time I've pushed for you to explain... well you don't understand, it isn't hard, and the player really has to decide because you don't have any ideas.
But I need more detail. How
exactly am I moving? Where
exactly am I going? What
exactly am I touching and how?
If you think your conversation with me could be used as an example to help other DMs not be "killer DMs" then you seem to be sorely mistaken, because this is
exactly how they operate.
And my point in this thread has been to explain what I do that has been successful in avoiding the problem the OP is ranting about. If you go back, you may notice that I came in simply saying that what I do is state what I understood from the player’s declaration, and what information I still need them to clarify. This has been incredibly successful for me at getting players to engage with this style of game: like I said, players at my table who may have been hesitant at first have consistently found they enjoyed it once they saw it in action. Since then though, I have been met with nothing but specific example scenarios contrived to try and prove that I’m secretly just an adversarial DM trying to make excuses to ignore players’ intents and spring traps on them without giving them a chance to avoid it.
And I've never had the problem the OP claims either, because if I need to I ask what their intent is, and get an answer. The method doesn't matter, because there is no reason any method they would reasonably choose would prevent them from achieving their intent.
I'm sure you can come up with something like screaming at their shoelaces to tie them, but most people who are reasonable and experts in their fields who I can generously assume are trying their best? They don't scream at shoelaces, they pick them up with their fingers and tie them, and while there are hundreds of knots and many are more effective than others, I don't need to know exactly which method they used.
And shockingly, for the players who are comfortable with the game? Those who know I won't blow a trap up in their faces for declaring the wrong action? They tend to start giving me more than just the skill, because its fun. Not because it is a guaranteed success (sometimes it is, you don't always need to roll) but because they have fun doing it. But since they started doing things the "wrong" way, so many people on these forums want to "teach them".
Is it not true that it isn’t that hard, or that your aversion to failure without a roll is why you would rather just make a check, or that you have had negative experiences with other DMs that have made you hesitant about this style of play? It is certainly true that such gotchas wouldn’t happen at my table.
My aversion is for the intent to be trampled on because the player said the wrong thing. If you want to chalk that up to trauma, well, I've already stated multiple times I find that to be insulting and high handed.
Because I haven’t found that to be the case.
Shocking.