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Declarations that start combat vs. initiative
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<blockquote data-quote="Lanefan" data-source="post: 8605108" data-attributes="member: 29398"><p>Fair enough; but see below.</p><p></p><p>Pretty much, yes, hence the 'like' on the quoted post.</p><p></p><p>Exactly, and this makes sense.</p><p></p><p>While I get the idea behind passive perception and think it certainly has its uses, I'm not sold on it as being an always-on fail-safe - particularly in non-threatening situations - as that's just too beneficial to both the PCs and their foes especially in a war-not-sport game. It also plays hard (too hard, IMO) against stealth-based or surprise-based classes such as Thieves and Assassins.</p><p></p><p>Where I'd rather have them proactively declare when they're watching for threats if only because someone watching for threats is often discernable in doing so, which might change how others react and-or perceive this person. And if someone says "My character is always watching for threats", well, that character might not be surprised as much but at the same time will probably have a tougher time interacting with a lot of the locals.</p><p></p><p>One big difference between us, I think, is that I have no problem at all with "gotcha" situations - both for and against the PCs - as long as they make sense in the fiction. I mean, from my perspective the whole point of Thieves and Assassins is to be "gotcha" characters; otherwise what's the point?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8605108, member: 29398"] Fair enough; but see below. Pretty much, yes, hence the 'like' on the quoted post. Exactly, and this makes sense. While I get the idea behind passive perception and think it certainly has its uses, I'm not sold on it as being an always-on fail-safe - particularly in non-threatening situations - as that's just too beneficial to both the PCs and their foes especially in a war-not-sport game. It also plays hard (too hard, IMO) against stealth-based or surprise-based classes such as Thieves and Assassins. Where I'd rather have them proactively declare when they're watching for threats if only because someone watching for threats is often discernable in doing so, which might change how others react and-or perceive this person. And if someone says "My character is always watching for threats", well, that character might not be surprised as much but at the same time will probably have a tougher time interacting with a lot of the locals. One big difference between us, I think, is that I have no problem at all with "gotcha" situations - both for and against the PCs - as long as they make sense in the fiction. I mean, from my perspective the whole point of Thieves and Assassins is to be "gotcha" characters; otherwise what's the point? [/QUOTE]
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