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"I make a perception check."
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<blockquote data-quote="Swarmkeeper" data-source="post: 8722371" data-attributes="member: 6921763"><p>I mean, it is part of the basic play loop right there in the How to Play section (PHB p6):</p><p></p><p>- - - - - - - - </p><p><strong><em>2. The players describe what they want to do.</em></strong><em> Sometimes one player speaks for the whole party, saying, "We'll take the east door," for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.</em></p><p><em></em></p><p><em>Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.</em></p><p>- - - - - - - - </p><p></p><p>And before that in the example of game play on page 5:</p><p></p><p>- - - - - - - -</p><p><strong><em>Dungeon Master (DM):</em></strong><em> After passing through the craggy peaks, the road takes a sudden turn to the east and Castle Ravenloft towers before you. Crumbling towers of stone keep a silent watch over the approach. They look like abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles stare at you from hollow sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors of Castle Ravenloft stand open, a rich warm light spilling into the courtyard.</em></p><p><em></em></p><p><em><strong>Phillip (playing Gareth):</strong> I want to look at the gargoyles. I have a feeling they're not just statues.</em></p><p><em></em></p><p><em><strong>Amy (playing Riva):</strong> The drawbridge looks precarious? I want to see how sturdy it is. Do I think we can cross it, or is it going to collapse under our weight?</em></p><p><em></em></p><p><em><strong>Dungeon Master (DM):</strong> OK, one at a time. Phillip, you're looking at the gargoyles?</em></p><p><em></em></p><p><em><strong>Phillip:</strong> Yeah. Is there any hint they might be creatures and not decorations?</em></p><p><em></em></p><p><em><strong>DM:</strong> Make an Intelligence check.</em></p><p><em></em></p><p><em><strong>Phillip:</strong> Does my Investigation skill apply?</em></p><p><em></em></p><p><em><strong>DM:</strong> Sure!</em></p><p><em></em></p><p><em><strong>Phillip (rolling a d20):</strong> Ugh. Seven.</em></p><p><em></em></p><p><em><strong>DM:</strong> They look like decorations to you. And Amy, Riva is checking out the drawbridge?</em></p><p>- - - - - - - - -</p><p></p><p></p><p>Note that the examples don't include players saying "I Diplomacy!" or "I roll Perception ::clatter::" or anything to do with the numbers or mechanics on their character sheet <em>until</em> the DM has called for a roll. That's our style of game play in a nutshell when it comes to Ability Checks. It may not be how you play, but I hope you can at least see how it works for many of us.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8722371, member: 6921763"] I mean, it is part of the basic play loop right there in the How to Play section (PHB p6): - - - - - - - - [B][I]2. The players describe what they want to do.[/I][/B][I] Sometimes one player speaks for the whole party, saying, "We'll take the east door," for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions. Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.[/I] - - - - - - - - And before that in the example of game play on page 5: - - - - - - - - [B][I]Dungeon Master (DM):[/I][/B][I] After passing through the craggy peaks, the road takes a sudden turn to the east and Castle Ravenloft towers before you. Crumbling towers of stone keep a silent watch over the approach. They look like abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles stare at you from hollow sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors of Castle Ravenloft stand open, a rich warm light spilling into the courtyard. [B]Phillip (playing Gareth):[/B] I want to look at the gargoyles. I have a feeling they're not just statues. [B]Amy (playing Riva):[/B] The drawbridge looks precarious? I want to see how sturdy it is. Do I think we can cross it, or is it going to collapse under our weight? [B]Dungeon Master (DM):[/B] OK, one at a time. Phillip, you're looking at the gargoyles? [B]Phillip:[/B] Yeah. Is there any hint they might be creatures and not decorations? [B]DM:[/B] Make an Intelligence check. [B]Phillip:[/B] Does my Investigation skill apply? [B]DM:[/B] Sure! [B]Phillip (rolling a d20):[/B] Ugh. Seven. [B]DM:[/B] They look like decorations to you. And Amy, Riva is checking out the drawbridge?[/I] - - - - - - - - - Note that the examples don't include players saying "I Diplomacy!" or "I roll Perception ::clatter::" or anything to do with the numbers or mechanics on their character sheet [I]until[/I] the DM has called for a roll. That's our style of game play in a nutshell when it comes to Ability Checks. It may not be how you play, but I hope you can at least see how it works for many of us. [/QUOTE]
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