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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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="iserith" data-source="post: 6842051" data-attributes="member: 97077"><p>I consider the fiction first. There's a little girl in the dungeon. She has some information to share, but she's scared of the croaking monster at the top of the slope. She cries and asks for help. <em>What do you do?</em> I'm not making a Deception check for a slaad yet. I'm just describing the environment (step 1 of the basic conversation of the game). At this point, it's on the players to tell me what they want to do (step 2). Once they tell me, I'm going to decide if what they want to do is successful, unsuccessful, or has an uncertain outcome. In the latter case, I'm going to ask for a roll. If a player says they examine her body language and mannerisms to determine her true intentions or nature, I'm going to ask, "Okay, that's going to take some time interacting with her and there's a monster in the room - do you want to spend that time?" If yes, I will resolve by advancing time as appropriate and having the player make a check against a DC set by the slaad's Charisma check result before narrating a result (step 3). If no, then the player can choose to do something else e.g. push her out of the portal as [MENTION=31754]Lord Twig[/MENTION] suggested.</p><p></p><p></p><p></p><p>I'm less concerned about how things work in real life and more concerned with the conversation of the game and adjudicating fairly. A passive check is for when a task is being performed repeatedly yet has an uncertain outcome. Passive Insight doesn't apply to this scene in my view. That's more for when someone is observing an interrogation from behind the two-way mirror or hanging back and people-watching at the masquerade ball. They spend time on it, more than is safely available in this scene.</p><p></p><p></p><p></p><p>The DM describes the environment, then the players describe what they want to do. Your method strikes me as performing that role for the player because you're presuming character action. I endeavor to avoid this. I've already got control over two-thirds of the conversation of the game by design - I don't want to intrude upon the players' third, you know?</p><p></p><p></p><p></p><p>In my game, you can be the guy or gal with the great bonus to Insight or Perception, but if you haven't put yourself in the fictional position to fall back on those bonuses to succeed, then they are no good. Thus, it's not enough to have the greatest Perception score. You also need to be constantly on alert at the expense of doing just about anything else. Want to track the slaad that ran away? Okay, but you're no longer keeping watch (unless you're a ranger in favored terrain). Someone else on your team is going to have to keep watch.</p><p></p><p>This also addresses the common complaints about passive Perception being too strong. Or the Observant feat being broken. If it's a trade-off, it brings Perception down to a level that is useful, but not many times more useful than other proficiencies.</p><p></p><p></p><p></p><p>The decision in your game happens largely, and perhaps in some cases solely, at character creation or advancement and naturally leads to pumping those skills. It's too powerful an option not to choose in your game. That's always the case in my experience with DMs who treat it as "always on" radar instead of the trade-off I believe it's meant to be.</p><p></p><p></p><p></p><p>My guess is not that I don't apply "biological principles," but rather how you handle ability checks in your game. It sounds like you run them more like D&D 3e and 4e where players have an expectation of making checks upon request and passive checks are "always on." That's not how I do things in D&D 5e. I don't think it's a fit, given the rules and paradigm. We can discontinue this line of discussion though as it is not particularly relevant to the topic at hand. Good chat.</p></blockquote><p></p>
[QUOTE="iserith, post: 6842051, member: 97077"] I consider the fiction first. There's a little girl in the dungeon. She has some information to share, but she's scared of the croaking monster at the top of the slope. She cries and asks for help. [I]What do you do?[/I] I'm not making a Deception check for a slaad yet. I'm just describing the environment (step 1 of the basic conversation of the game). At this point, it's on the players to tell me what they want to do (step 2). Once they tell me, I'm going to decide if what they want to do is successful, unsuccessful, or has an uncertain outcome. In the latter case, I'm going to ask for a roll. If a player says they examine her body language and mannerisms to determine her true intentions or nature, I'm going to ask, "Okay, that's going to take some time interacting with her and there's a monster in the room - do you want to spend that time?" If yes, I will resolve by advancing time as appropriate and having the player make a check against a DC set by the slaad's Charisma check result before narrating a result (step 3). If no, then the player can choose to do something else e.g. push her out of the portal as [MENTION=31754]Lord Twig[/MENTION] suggested. I'm less concerned about how things work in real life and more concerned with the conversation of the game and adjudicating fairly. A passive check is for when a task is being performed repeatedly yet has an uncertain outcome. Passive Insight doesn't apply to this scene in my view. That's more for when someone is observing an interrogation from behind the two-way mirror or hanging back and people-watching at the masquerade ball. They spend time on it, more than is safely available in this scene. The DM describes the environment, then the players describe what they want to do. Your method strikes me as performing that role for the player because you're presuming character action. I endeavor to avoid this. I've already got control over two-thirds of the conversation of the game by design - I don't want to intrude upon the players' third, you know? In my game, you can be the guy or gal with the great bonus to Insight or Perception, but if you haven't put yourself in the fictional position to fall back on those bonuses to succeed, then they are no good. Thus, it's not enough to have the greatest Perception score. You also need to be constantly on alert at the expense of doing just about anything else. Want to track the slaad that ran away? Okay, but you're no longer keeping watch (unless you're a ranger in favored terrain). Someone else on your team is going to have to keep watch. This also addresses the common complaints about passive Perception being too strong. Or the Observant feat being broken. If it's a trade-off, it brings Perception down to a level that is useful, but not many times more useful than other proficiencies. The decision in your game happens largely, and perhaps in some cases solely, at character creation or advancement and naturally leads to pumping those skills. It's too powerful an option not to choose in your game. That's always the case in my experience with DMs who treat it as "always on" radar instead of the trade-off I believe it's meant to be. My guess is not that I don't apply "biological principles," but rather how you handle ability checks in your game. It sounds like you run them more like D&D 3e and 4e where players have an expectation of making checks upon request and passive checks are "always on." That's not how I do things in D&D 5e. I don't think it's a fit, given the rules and paradigm. We can discontinue this line of discussion though as it is not particularly relevant to the topic at hand. Good chat. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
Top