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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: 8547761" data-attributes="member: 7032025"><p>Honestly, it's really funny here. The rules could not be more clear, the wording is consistent throughout the whole section, talking about managing the party as a group (and even indicating what happens when you split that group into smaller groups in the insert), normalising their speeds, providing marching order (if it's not for a group, what is it for ?), then explaining how the group can organise itself with people doing some activities during the travel, and others looking for threats.</p><p></p><p></p><p>The rules never say to deprive characters of checks, never say that when you notice a threat, you are already in combat anyway, never say anything about being automatically surprised or anything of the kind, and you have been consistently unable to prove anything of the kind.</p><p></p><p>You are insisting that this can be interpreted only your way, that having people noticing threats not only serves only themselves, that they cannot warn the others, and that people who are not on watch are going to be automatically surprised by everything that pops up. Fine, play that way at your table if you prefer.</p><p></p><p>My take is that this is exactly the same thing that has always been described by every edition of D&D, that it's useful to spread the activities and that people watching are there to help and protect other people during the travel, that some threats can be noticed in advance and that not only does this make for a much more interesting and varied game, but it's also much fairer to the players. It also encourages them to spread the activities intelligently, and for characters to make meaningful choices, is the ranger going to watch for danger or is he going to go hunting, who are the second best at doing things, etc.</p><p></p><p>And I do believe that, in this, I'm supported by the devs, as the examples described in particular when discussing stealth all show that adventurers are supposed to be real heroes, not morons just wandering blindly through wilderness and dungeon and being surprised as soon as they are even just looking around.</p><p></p><p>And, as an aside, this is also what you find in most computer games implementing TTRGP rules, assigning roles, and people on watch or scouting or looking for danger warning the whole group and not only their sorry asses when a threat is noticed. And the game asking you whether, having noticed the threat, you want to confront it or avoid it for example.</p><p></p><p>The rules totally support that kind of play, but have fun with your onetruewayism of reading them if that is what your table enjoys.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8547761, member: 7032025"] Honestly, it's really funny here. The rules could not be more clear, the wording is consistent throughout the whole section, talking about managing the party as a group (and even indicating what happens when you split that group into smaller groups in the insert), normalising their speeds, providing marching order (if it's not for a group, what is it for ?), then explaining how the group can organise itself with people doing some activities during the travel, and others looking for threats. The rules never say to deprive characters of checks, never say that when you notice a threat, you are already in combat anyway, never say anything about being automatically surprised or anything of the kind, and you have been consistently unable to prove anything of the kind. You are insisting that this can be interpreted only your way, that having people noticing threats not only serves only themselves, that they cannot warn the others, and that people who are not on watch are going to be automatically surprised by everything that pops up. Fine, play that way at your table if you prefer. My take is that this is exactly the same thing that has always been described by every edition of D&D, that it's useful to spread the activities and that people watching are there to help and protect other people during the travel, that some threats can be noticed in advance and that not only does this make for a much more interesting and varied game, but it's also much fairer to the players. It also encourages them to spread the activities intelligently, and for characters to make meaningful choices, is the ranger going to watch for danger or is he going to go hunting, who are the second best at doing things, etc. And I do believe that, in this, I'm supported by the devs, as the examples described in particular when discussing stealth all show that adventurers are supposed to be real heroes, not morons just wandering blindly through wilderness and dungeon and being surprised as soon as they are even just looking around. And, as an aside, this is also what you find in most computer games implementing TTRGP rules, assigning roles, and people on watch or scouting or looking for danger warning the whole group and not only their sorry asses when a threat is noticed. And the game asking you whether, having noticed the threat, you want to confront it or avoid it for example. The rules totally support that kind of play, but have fun with your onetruewayism of reading them if that is what your table enjoys. [/QUOTE]
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