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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: 8551115" data-attributes="member: 7032025"><p>It's funny how you can't even provide ONE SINGLE SOURCE justifying your claim when I have provided you with all sorts, from the rules, to the devs, to well-recognised authors of advice. There's even <a href="https://www.enworld.org/threads/how-does-surprise-work-in-d-d-5e.682342/" target="_blank">one on this site</a>, and although it does not pretend to be exhaustive about what affects surprise, it certainly does not say anything about characters not having their PP on.</p><p></p><p>So no, the "until it's not" does not exist elsewhere than in your own game. That's fine, you can play any way you want. Just don't claim that it's the standard way of playing.</p><p></p><p></p><p></p><p>No, GROUPS (Remember the GROUP'S CHANCE OF SUCCESS), within the TRAVEL RULES, don't notice hidden threats IN ADVANCE. Very different. But for that, you need a game where the characters' actions are taken into account</p><p></p><p></p><p></p><p>Yes, they work seamlessly as written, with the travel rules REFERENCING but not replacing in particular the rules on surprise. But because you confuse everything in a loop that is too simple, that makes it hard for you to perceive the difference. There are rules for travel and noticing threats in advance, and there are rules for combat and surprise. And although they indeed work together seamlessly, it's not in the way you claim, since you are unable to provide any rule making the link.</p><p></p><p></p><p></p><p>No, actually, it's the other way around. The section begins with summarising as the default way of doing it. It just says that "<strong>sometimes</strong> it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes."</p><p></p><p>The funny thing is that because the only line that you think is supporting your claim (it does not) is in the travel rules, in leads you to the absurdity of forcing characters to be travelling all the time so that you can inflict the penalty you think the game needs on your players. But it's not the way the system works, and it's not necessary anyway.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8551115, member: 7032025"] It's funny how you can't even provide ONE SINGLE SOURCE justifying your claim when I have provided you with all sorts, from the rules, to the devs, to well-recognised authors of advice. There's even [URL='https://www.enworld.org/threads/how-does-surprise-work-in-d-d-5e.682342/']one on this site[/URL], and although it does not pretend to be exhaustive about what affects surprise, it certainly does not say anything about characters not having their PP on. So no, the "until it's not" does not exist elsewhere than in your own game. That's fine, you can play any way you want. Just don't claim that it's the standard way of playing. No, GROUPS (Remember the GROUP'S CHANCE OF SUCCESS), within the TRAVEL RULES, don't notice hidden threats IN ADVANCE. Very different. But for that, you need a game where the characters' actions are taken into account Yes, they work seamlessly as written, with the travel rules REFERENCING but not replacing in particular the rules on surprise. But because you confuse everything in a loop that is too simple, that makes it hard for you to perceive the difference. There are rules for travel and noticing threats in advance, and there are rules for combat and surprise. And although they indeed work together seamlessly, it's not in the way you claim, since you are unable to provide any rule making the link. No, actually, it's the other way around. The section begins with summarising as the default way of doing it. It just says that "[B]sometimes[/B] it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes." The funny thing is that because the only line that you think is supporting your claim (it does not) is in the travel rules, in leads you to the absurdity of forcing characters to be travelling all the time so that you can inflict the penalty you think the game needs on your players. But it's not the way the system works, and it's not necessary anyway. [/QUOTE]
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