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Character play vs Player play
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<blockquote data-quote="Lerysh" data-source="post: 6418142" data-attributes="member: 6783796"><p>Surprise has no middle ground by nature. A single alerted enemy causes your side to lose surprise. </p><p></p><p>I am OK with traps being 100% or 0% detection chance. It's the same thing as Random Encounters during travel. Screw the table, if the game needs an injection of combat, have an enounter, if it doesn't, move on. If the game needs some drama, undetectable trap. </p><p></p><p>More importantly, if you are running modules, the trap DCs are set for you. Passive is the same as "taking 10" on the check. Trap finders in general have 15 or more passive perception, which is already at "hard" difficulty. If your average perception beats the DC you find it, lazily roaming the dungeon. If you want to be extra cautious and roll every 10 feet, that's fine, but added rolls for minimal benefit is kinda bad. 45% of the time you are actually hurting yourself by rolling.</p></blockquote><p></p>
[QUOTE="Lerysh, post: 6418142, member: 6783796"] Surprise has no middle ground by nature. A single alerted enemy causes your side to lose surprise. I am OK with traps being 100% or 0% detection chance. It's the same thing as Random Encounters during travel. Screw the table, if the game needs an injection of combat, have an enounter, if it doesn't, move on. If the game needs some drama, undetectable trap. More importantly, if you are running modules, the trap DCs are set for you. Passive is the same as "taking 10" on the check. Trap finders in general have 15 or more passive perception, which is already at "hard" difficulty. If your average perception beats the DC you find it, lazily roaming the dungeon. If you want to be extra cautious and roll every 10 feet, that's fine, but added rolls for minimal benefit is kinda bad. 45% of the time you are actually hurting yourself by rolling. [/QUOTE]
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Community
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Character play vs Player play
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