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Does anyone play 5e Perception rules as written?
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<blockquote data-quote="MNblockhead" data-source="post: 9395370" data-attributes="member: 6796661"><p>This depends, like most things with D&D, on the setting, adventure, and the DM. History and Religion are very important skills in most of my game, in particular my homebrew. </p><p></p><p>With published adventures it is tricky. I would like to see more calls for history/religion checks but to make them even more meaningful tends to require more lore that is tied to success in the adventure, but not so heavily so as to require it for success. I can also lead some adventure writers to pad the adventures with lots of lore, plot, and setting details, making it more difficult for DMs to prep and run. I prefer that suggestions be given in one or two short succinct lines of text, in context with a room or encounter description given an DM hint on how a religion or history check could help out in a situation. An instead of pages of background text in the intro chapter, instead have a page page with a "lore you may know" page. Sort of like a rumor table, but instead information characters with good skill and rolls on history and religion may have coming into an adventure. It creates another way to deliver hooks that players may feel more invested in than a rumor they heard.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9395370, member: 6796661"] This depends, like most things with D&D, on the setting, adventure, and the DM. History and Religion are very important skills in most of my game, in particular my homebrew. With published adventures it is tricky. I would like to see more calls for history/religion checks but to make them even more meaningful tends to require more lore that is tied to success in the adventure, but not so heavily so as to require it for success. I can also lead some adventure writers to pad the adventures with lots of lore, plot, and setting details, making it more difficult for DMs to prep and run. I prefer that suggestions be given in one or two short succinct lines of text, in context with a room or encounter description given an DM hint on how a religion or history check could help out in a situation. An instead of pages of background text in the intro chapter, instead have a page page with a "lore you may know" page. Sort of like a rumor table, but instead information characters with good skill and rolls on history and religion may have coming into an adventure. It creates another way to deliver hooks that players may feel more invested in than a rumor they heard. [/QUOTE]
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Community
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Does anyone play 5e Perception rules as written?
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