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Is "perception" even a good concept?
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<blockquote data-quote="KarinsDad" data-source="post: 7162991" data-attributes="member: 2011"><p>Actually, the game is more fun with your definition of gotchas and those sometimes being in the game. IMO. The occasional pit trap that nobody has a clue about and there was no warning for is just one such simple example.</p><p></p><p>We'll just have to agree to disagree. You don't seem to understand my POV and I sure as heck see your POV more as the DM being controlling or overindulgent than the DM being consistent. Yes, he is being consistent, but in a repetitive sort of way. If it were most of the time, fine. But all of the time? It's kind of like a DM who never puts traps in his games, or never has an encounter CR higher than medium.</p><p></p><p>Getting back to the thread, in the adjudicating system that you are discussing, there doesn't seem to be much of a reason to take perception or insight at all. If one PC in the group has those, great. Otherwise, it's all still good. The DM has your back, at least if you hang on his every word.</p><p></p><p>And I am not trying to be too critical of your system here (even though it probably seems that way), I just find it uncomfortable as a DMing style. I cannot even understand why a player would want every threat telegraphed. It basically doesn't make sense. And I did mention that I once had a DM who did throw out a ton of clues and I didn't like it.</p><p></p><p>I am all for foreshadowing and giving some hints in the game. But as a player, I just don't want every single threat telegraphed. I want to be in the dark at times. Shy of obvious stuff in the environment, hints should be primarily handed out when the players take actions that leads to them earning those hints. A reward for being cautious or taking their time. A reward for them asking around town about the farmer and not just dropping a hint that he is an enemy spy because he is a threat. Risk and reward. The PCs make good decisions and THEN they get the reward of getting hints. Not the other way around: the DM just hands out hints so that the players can always make informed decisions.</p><p></p><p>I'm glad this works for you, but it feels uncomfortable to me. Course, a player who comes to the game solely to be a thespian (and hence often the center of attention) is uncomfortable to me as well. We all have things that bug us. Good luck with your game.</p><p></p><p></p><p>Edit: One other thing about this. Why bother to take divination spells like Find Traps (or at least take them as often) if the DM is going to always telegraph information about threats? The PCs already have a built in Find Traps called the DM. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7162991, member: 2011"] Actually, the game is more fun with your definition of gotchas and those sometimes being in the game. IMO. The occasional pit trap that nobody has a clue about and there was no warning for is just one such simple example. We'll just have to agree to disagree. You don't seem to understand my POV and I sure as heck see your POV more as the DM being controlling or overindulgent than the DM being consistent. Yes, he is being consistent, but in a repetitive sort of way. If it were most of the time, fine. But all of the time? It's kind of like a DM who never puts traps in his games, or never has an encounter CR higher than medium. Getting back to the thread, in the adjudicating system that you are discussing, there doesn't seem to be much of a reason to take perception or insight at all. If one PC in the group has those, great. Otherwise, it's all still good. The DM has your back, at least if you hang on his every word. And I am not trying to be too critical of your system here (even though it probably seems that way), I just find it uncomfortable as a DMing style. I cannot even understand why a player would want every threat telegraphed. It basically doesn't make sense. And I did mention that I once had a DM who did throw out a ton of clues and I didn't like it. I am all for foreshadowing and giving some hints in the game. But as a player, I just don't want every single threat telegraphed. I want to be in the dark at times. Shy of obvious stuff in the environment, hints should be primarily handed out when the players take actions that leads to them earning those hints. A reward for being cautious or taking their time. A reward for them asking around town about the farmer and not just dropping a hint that he is an enemy spy because he is a threat. Risk and reward. The PCs make good decisions and THEN they get the reward of getting hints. Not the other way around: the DM just hands out hints so that the players can always make informed decisions. I'm glad this works for you, but it feels uncomfortable to me. Course, a player who comes to the game solely to be a thespian (and hence often the center of attention) is uncomfortable to me as well. We all have things that bug us. Good luck with your game. Edit: One other thing about this. Why bother to take divination spells like Find Traps (or at least take them as often) if the DM is going to always telegraph information about threats? The PCs already have a built in Find Traps called the DM. :erm: [/QUOTE]
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