Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Changing the role of Perception & Insight
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kzach" data-source="post: 5324623" data-attributes="member: 56189"><p>This is a very basic system for changing the role of Perception and Insight in the game. These are two skills that describe an action rather than a pool of knowledge. Both, especially Perception, have become a catch-all that gets relied upon far too much and has way too much impact on the game. This system attempts to redress that imbalance.</p><p></p><p>Credit for these concepts goes to the people in this thread where these ideas where hashed out: <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/293794-replacing-perception-thievery.html" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/293794-replacing-perception-thievery.html</a></p><p></p><p>The first rule of this system is that Perception and Insight no longer exist as skills in the game. They are, instead, now a subset of actions within other skills. Any time a module calls for a Perception or Insight check, these are now checks made with other applicable skills (as will be detailed below).</p><p></p><p>The second rule is that Perception and Insight bonuses remain just that. They still apply to any Perception or Insight action, however they now add the bonus to the applicable situation and action rather than a particular skill.</p><p></p><p>The third rule is that a character can still make a blind Wisdom check in any situation in which they would've otherwise made an Insight or Perception check. Any information the character gleans from this check, however, is generalised and unspecific. An example would be a trap trigger. The character would not know that it is a trap trigger, they simply would know that it is something that is out of place or noticeable because it sticks out in some way, shape or form.</p><p></p><p>Noticing a hidden or invisible opponent now uses a Wisdom check. In this case, any bonuses to Perception are added to this check. And yes, in both cases above, this does make hiding more effective and more difficult to counter and makes spotting things or finding things in a search or detecting a lie, significantly more difficult.</p><p></p><p>The fourth rule is to apply the right skill to the right situation. This is where you need to be imaginative because there is no exhaustive list for every conceivable situation. If a player comes up with a good reason to use a skill they have for the situation, it's up to the DM to determine if it applies or not.</p><p></p><p>Some examples include using Thievery to spot mundane traps, History to find important documents in a library, Arcana to spot a magical trap, Dungeoneering to notice underground hazards, Nature to notice hazards elsewhere, etc.</p><p></p><p>There's really no limit. It's really up to the players and DM's to determine what skill fits to what situation and how it applies. The information gleaned should also reflect the skill being used. For example, if a thief is using Thievery to search through an office, then he tends to only find things he could easily sell, since that's what a thief would know what to look for and would therefore be most likely to find. A Historian, however, would more likely find important historical documents, whereas someone using Arcana might find parts of or even a whole spell. Of course, it depends on what is there to be found. If there is nothing that would apply to the skill, then nothing should be found. For instance, a person using Thievery to find mundane traps might roll a 20 and have a +15 bonus to his skill... but that doesn't mean he'll spot the magical trap with a DC of 10 to find.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5324623, member: 56189"] This is a very basic system for changing the role of Perception and Insight in the game. These are two skills that describe an action rather than a pool of knowledge. Both, especially Perception, have become a catch-all that gets relied upon far too much and has way too much impact on the game. This system attempts to redress that imbalance. Credit for these concepts goes to the people in this thread where these ideas where hashed out: [url]http://www.enworld.org/forum/4e-fan-creations-house-rules/293794-replacing-perception-thievery.html[/url] The first rule of this system is that Perception and Insight no longer exist as skills in the game. They are, instead, now a subset of actions within other skills. Any time a module calls for a Perception or Insight check, these are now checks made with other applicable skills (as will be detailed below). The second rule is that Perception and Insight bonuses remain just that. They still apply to any Perception or Insight action, however they now add the bonus to the applicable situation and action rather than a particular skill. The third rule is that a character can still make a blind Wisdom check in any situation in which they would've otherwise made an Insight or Perception check. Any information the character gleans from this check, however, is generalised and unspecific. An example would be a trap trigger. The character would not know that it is a trap trigger, they simply would know that it is something that is out of place or noticeable because it sticks out in some way, shape or form. Noticing a hidden or invisible opponent now uses a Wisdom check. In this case, any bonuses to Perception are added to this check. And yes, in both cases above, this does make hiding more effective and more difficult to counter and makes spotting things or finding things in a search or detecting a lie, significantly more difficult. The fourth rule is to apply the right skill to the right situation. This is where you need to be imaginative because there is no exhaustive list for every conceivable situation. If a player comes up with a good reason to use a skill they have for the situation, it's up to the DM to determine if it applies or not. Some examples include using Thievery to spot mundane traps, History to find important documents in a library, Arcana to spot a magical trap, Dungeoneering to notice underground hazards, Nature to notice hazards elsewhere, etc. There's really no limit. It's really up to the players and DM's to determine what skill fits to what situation and how it applies. The information gleaned should also reflect the skill being used. For example, if a thief is using Thievery to search through an office, then he tends to only find things he could easily sell, since that's what a thief would know what to look for and would therefore be most likely to find. A Historian, however, would more likely find important historical documents, whereas someone using Arcana might find parts of or even a whole spell. Of course, it depends on what is there to be found. If there is nothing that would apply to the skill, then nothing should be found. For instance, a person using Thievery to find mundane traps might roll a 20 and have a +15 bonus to his skill... but that doesn't mean he'll spot the magical trap with a DC of 10 to find. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Changing the role of Perception & Insight
Top