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Active Perception and Passive Perception
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<blockquote data-quote="DracoSuave" data-source="post: 5118466" data-attributes="member: 71571"><p>Bad analogy. </p><p></p><p>You're claiming it's glasses vs keys. A more accurate analogy would be the ability to find the chair.</p><p></p><p>The panel is part of the door... you can't find the panel on the door without finding the door.</p><p></p><p></p><p></p><p>Then in such a case, there's a chance the Rogue would find the door, the ranger would always find the door, and there's a chance either could find the panel.</p><p></p><p>But on the other hand, I don't feel so bad about this. The rogue knows he's going to be a little less than the ranger from the get-go (unless the ranger is Str/Dex) because the players get together on this from the beginning. There'll be lots of things the rogue and the ranger BOTH autosee, and that's not a problem.</p><p></p><p>It is my job to bring fun to the table, but it's not my job to make a rogue feel equal to the ranger in what the ranger should be better at. The rogue's still likely gonna be the one to open that door anyways.</p><p></p><p></p><p></p><p>Yes, but it has to be -worthwhile-. If the Ranger puts all that effort into it, and still has to make the same roll to do -exactly the same stuff- he'd have been able to do if he hadn't, then he's wasted his time. It'd be like a character building a cold-mage, and your answer is tons of cold resistant stuff. It's not letting him be cool, it's just raising the bar arbitrarily because of a 'sense of justice' that 'everyone should be allowed to roll.'</p><p></p><p></p><p></p><p>That's not what I'm suggesting. I'm suggesting blurting out some info, and then having info above and beyond what they'd get to make his high skill feel high.</p><p></p><p>Then use this case for other skills. Not -everything- has to be randomly rolled. The existance of dice is hardly unique to this game. In fact, most roleplaying games have some form of random generator.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5118466, member: 71571"] Bad analogy. You're claiming it's glasses vs keys. A more accurate analogy would be the ability to find the chair. The panel is part of the door... you can't find the panel on the door without finding the door. Then in such a case, there's a chance the Rogue would find the door, the ranger would always find the door, and there's a chance either could find the panel. But on the other hand, I don't feel so bad about this. The rogue knows he's going to be a little less than the ranger from the get-go (unless the ranger is Str/Dex) because the players get together on this from the beginning. There'll be lots of things the rogue and the ranger BOTH autosee, and that's not a problem. It is my job to bring fun to the table, but it's not my job to make a rogue feel equal to the ranger in what the ranger should be better at. The rogue's still likely gonna be the one to open that door anyways. Yes, but it has to be -worthwhile-. If the Ranger puts all that effort into it, and still has to make the same roll to do -exactly the same stuff- he'd have been able to do if he hadn't, then he's wasted his time. It'd be like a character building a cold-mage, and your answer is tons of cold resistant stuff. It's not letting him be cool, it's just raising the bar arbitrarily because of a 'sense of justice' that 'everyone should be allowed to roll.' That's not what I'm suggesting. I'm suggesting blurting out some info, and then having info above and beyond what they'd get to make his high skill feel high. Then use this case for other skills. Not -everything- has to be randomly rolled. The existance of dice is hardly unique to this game. In fact, most roleplaying games have some form of random generator. [/QUOTE]
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