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Beast master wants to use pet to get +5 to passive perception
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<blockquote data-quote="Lyxen" data-source="post: 8546832" data-attributes="member: 7032025"><p>Actually, the more I think about it, the moere I'm shocked that some people feel the need to twist so much the rules and to lock them under one specific interpretation (all movement has to be travel, everything happening to the group happens to each individual) just because of their concern for a skill. All of that while absolutely wanting to pretend that they are playing according to the RAW (sure if you call a cat a dog and say all dogs are black, all cats are black too).</p><p></p><p>Not only are 5e rules way more adaptable than that, but the DM has all the tools he needs to make sure that the level of verisimilitude that he likes, and the level of descrption appropriate to his vision of the genre.</p><p></p><p>As for me, I like to have all my adventurers be akin to heroes in high fantasy books, with almost supernatural awareness of danger. Conan is never taken unaware in his sleep. However, when it's a bit too much, or it violates our level of verisimilitude, there are so many tools available</p><ul> <li data-xf-list-type="ul">Not allow personal intuition to collaborate, you don't help on passive perception</li> <li data-xf-list-type="ul">Remembering that Darkvision lets you see like in Dim Light, so perception has disadvantage</li> <li data-xf-list-type="ul">Remember the conditions, it's rarely like in an open flat plain under the blazing sun, there can be dust, shadows, noise, fog, smells, whatever, which hamper perception.</li> <li data-xf-list-type="ul">Switch to Investigation as soon as it's something more intellectual and organised than just catching a glimpse by instinct</li> </ul><p>I don't need to redefined simple words like "travel" or "group" to have something that works well and sufficiently within the frame of the rules so that everyone accepts it without trouble (and it's actually 100% RAW, but practically, at our tables, it's not that important since the 5e spirit is rulings over rules, I don't need to deploy strong definitions to explain to my players that travel rules apply as soon as they move - but does (or does not, I'm lost) when you are standing still).</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8546832, member: 7032025"] Actually, the more I think about it, the moere I'm shocked that some people feel the need to twist so much the rules and to lock them under one specific interpretation (all movement has to be travel, everything happening to the group happens to each individual) just because of their concern for a skill. All of that while absolutely wanting to pretend that they are playing according to the RAW (sure if you call a cat a dog and say all dogs are black, all cats are black too). Not only are 5e rules way more adaptable than that, but the DM has all the tools he needs to make sure that the level of verisimilitude that he likes, and the level of descrption appropriate to his vision of the genre. As for me, I like to have all my adventurers be akin to heroes in high fantasy books, with almost supernatural awareness of danger. Conan is never taken unaware in his sleep. However, when it's a bit too much, or it violates our level of verisimilitude, there are so many tools available [LIST] [*]Not allow personal intuition to collaborate, you don't help on passive perception [*]Remembering that Darkvision lets you see like in Dim Light, so perception has disadvantage [*]Remember the conditions, it's rarely like in an open flat plain under the blazing sun, there can be dust, shadows, noise, fog, smells, whatever, which hamper perception. [*]Switch to Investigation as soon as it's something more intellectual and organised than just catching a glimpse by instinct [/LIST] I don't need to redefined simple words like "travel" or "group" to have something that works well and sufficiently within the frame of the rules so that everyone accepts it without trouble (and it's actually 100% RAW, but practically, at our tables, it's not that important since the 5e spirit is rulings over rules, I don't need to deploy strong definitions to explain to my players that travel rules apply as soon as they move - but does (or does not, I'm lost) when you are standing still). [/QUOTE]
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