D&D General What's wrong with Perception?

Micah Sweet

Level Up & OSR Enthusiast
Well in this case my argument was more "because players will struggle unnecessarily with it" rather than "because players don't want to bother with it."

But yeah, if you want to play exclusively with hardcore tabletop gamers who struggle with no ruleset you can have a game with difficult, counter-intuitive, rules that uncompromisingly pursue whatever platonic ideal of simulation you want. If you want to be able to play with all sorts of people you have to make concessions to what players will struggle with and have some kind of dumb rules.
I don't think its either/or, and I think players can on average handle more than they're getting.
 

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I've not had a chance to try it out, but if I ran a 5th edition game I'd just ask for ability checks. It would then be up to the player to suggest proficiencies that might be relevant.

DM "The path ahead has collapsed into a chasm. It requires a Strength check if you want to jump across it."
Player 1 "Presumably I can use my Athletics proficiency?"
Player 2 "Can I use my Acrobatics proficiency?"

Interesting. I think a pure "apply proficiency where appropriate" system might be most intuitive and appealing with the variant proficiency dice rule. It makes the extra bonus feel more impactful and worth fussing over, particularly at low levels if you are lobbying to add a d4 rather than to just add 2, and I think if you can't use the current neatly pre-calculated total bonus then being able to figure out a couple dice and add them to a bonus comes more naturally to most players than adding a die, a bonus and and additional bonus.
 


I don't think its either/or, and I think players can on average handle more than they're getting.
Sure, but it's not the average player in the group we have to worry about, it's the member of the group who is already struggling with rules long-term. In my experience this is not a person lacking intelligence, but just a person with a busy life who is not able to spend much of their time away from the table thinking about rules, and who maybe also avoided math since High School.
 

Micah Sweet

Level Up & OSR Enthusiast
Sure, but it's not the average player in the group we have to worry about, it's the member of the group who is already struggling with rules long-term. In my experience this is not a person lacking intelligence, but just a person with a busy life who is not able to spend much of their time away from the table thinking about rules, and who maybe also avoided math since High School.
So games should be designed based on the people who would struggle the most? That's one of the worst ideas I've ever heard. You need to at least design to the average, or you're leaving the majority of your player base high and dry.

And I think the average is higher than what we've been provided.
 

Cruentus

Adventurer
I can pretty much promise all it takes is a player to walk into one ambush, and they'll feel that way for the rest of their gaming career.
I'm not saying that you're saying this, but if this is the case, why include ambushes? Why include traps? Why include secret doors? Why include clues at all? Why include surprise?

I find that players in 5e, IME at my table, want all of the above to go away. They want complete control of the situation, don't want to be under any threat, or uncertainty. They certainly never want to take damage, and even under 5e games with no optional rules, will undergo 5 minute work days to be at maximum health and nova ability.

I mean, what is the point of even playing a "game" when you want to remove the game element from it? No danger? No chance of being ambushed? Everything laid out? What's the point? And that is what I see a lot of the arguments around Perception falling into: I don't want to ever fail. I want to see everything. I don't want to auto-fail, and I certainly have built my character to have as close to a 95% chance of success as possible, 100% if I take Lucky!

We switched from 5e to Basic for this exact reason. No Perception skill. No skills at all. You want to figure something out, you figure it out. Sometimes the DM will call for an ability roll, but that's not always the same ability, depending on what you do and situation. So its not as easy as just maximizing certain things.

Hell, my Fighter's maximum ability score is 12. 12! Can you imagine the horror of 5e players?!? Even ability checks aren't even a 50/50 for me a lot of the time. And I managed to survive to 5th level. Imagine that.
 

So games should be designed based on the people who would struggle the most? That's one of the worst ideas I've ever heard. You need to at least design to the average, or you're leaving the majority of your player base high and dry.
No, you're leaving the majority of players with a much larger potential player base of people to game with, by not abandoning the quintile or quartile of players who struggle the most.

There are plenty of games that cater to more hardcore tabletop gamers at the expense of a broader player base. The flagship, gateway game in the hobby should not be one of them.

I'm sure you've heard worse ideas in your life than making D&D broadly accessible.
 

Micah Sweet

Level Up & OSR Enthusiast
No, you're leaving the majority of players with a much larger potential player base of people to game with, by not abandoning the quintile or quartile of players who struggle the most.

There are plenty of games that cater to more hardcore tabletop gamers at the expense of a broader player base. The flagship, gateway game in the hobby should not be one of them.

I'm sure you've heard worse ideas in your life than making D&D broadly accessible.
A company that actually wanted to make a good game that wouldn't unnecessary frustrate people would provide solid rules and levels of complexity to suit that broad base they want. What we have now is lazy design that's not going to get better because enough people don't care for them to feel they don't have to bother.
 

billd91

Not your screen monkey (he/him)
A company that actually wanted to make a good game that wouldn't unnecessary frustrate people would provide solid rules and levels of complexity to suit that broad base they want. What we have now is lazy design that's not going to get better because enough people don't care for them to feel they don't have to bother.
I think what we're more likely to have here is a player disgruntled that most people seem satisfied with the game as it is rather than match his own preferences. And is then willing to project laziness onto the designers rather than accept that fact.
 

James Gasik

We don't talk about Pun-Pun
Supporter
I'm not saying that you're saying this, but if this is the case, why include ambushes? Why include traps? Why include secret doors? Why include clues at all? Why include surprise?

I find that players in 5e, IME at my table, want all of the above to go away. They want complete control of the situation, don't want to be under any threat, or uncertainty. They certainly never want to take damage, and even under 5e games with no optional rules, will undergo 5 minute work days to be at maximum health and nova ability.

I mean, what is the point of even playing a "game" when you want to remove the game element from it? No danger? No chance of being ambushed? Everything laid out? What's the point? And that is what I see a lot of the arguments around Perception falling into: I don't want to ever fail. I want to see everything. I don't want to auto-fail, and I certainly have built my character to have as close to a 95% chance of success as possible, 100% if I take Lucky!

We switched from 5e to Basic for this exact reason. No Perception skill. No skills at all. You want to figure something out, you figure it out. Sometimes the DM will call for an ability roll, but that's not always the same ability, depending on what you do and situation. So its not as easy as just maximizing certain things.

Hell, my Fighter's maximum ability score is 12. 12! Can you imagine the horror of 5e players?!? Even ability checks aren't even a 50/50 for me a lot of the time. And I managed to survive to 5th level. Imagine that.
Ok, but what's the upside here? You don't invest in Perception so you get hit by every trap, miss every secret door, and get ambushed by any enemy with Stealth? How is that fun?
 

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