I'm iffy on passive perception. In ~14 years of having some form of it in the game (either taking 10 in 3e or passive perception in 4e), I've practically
never seen it used consistently or intentionally. It's a good concept, but there's clearly some in-play issues with it.
And the in-play issue seems to be what's referenced upthread: when encountering something that might surprise you,
dice should probably be rolled. No sense in making it a binary. And since it might surprise you, those dice should probably be more on the DM's side. No sense in having someone roll a 1 and fail to notice something only to meta-game it and presume that there was something there to notice.
Which is a vote in favor for having perception be passive (you could maybe just use WIS score if you don't want the skill), and traps and the like having active rolls to hide...but that seems
weird, especially in the context of a trap. The trap's not actively doing anything, so it should use a passive score rather than an active roll, yah? The same is pretty true with a goblin hiding in the shadows: hiding is
not doing anything, so it feels weird to roll a dice to represent how well you don't do things.
And all of this just really highlights the redonkulousness of using a skill check to determine something so important (yeah, your investment in Perception is totally the equal of your investment in Craft (Underwater Basket Weaving), who told you otherwise?!)...but a perception check is probably better than the arbitrary d6 roll of previous e's....so it sounds like this is an area rife with potential discovery
Were I to burn the perception/stealth system to the ground and start over again, here's what I might do:
[sblock=What You See, What You Don't]
Normally: You can see everything not actively trying to hide from you, or disguised from sight in some way.
Stealth/Disguise/Bluff/Etc.: An attempt to deceive your senses trumps the normal situation, without a roll required. Hiding takes some active involvement (it's something that takes some time/resource), but it is automatically effective against any normal observation. If you hide, you're hidden from casual observation, period, and can surprise.
Awareness/Insight/Perception/Etc.: If you suspect something is trying to deceive your senses, you can spend some time trying to defeat that deception. It is a thing you must actively choose to do (ie, it costs time/some resource), and when you do, you make a roll vs. the other party's stealth rating (something like 10 + the level of the effect). You are aware of creatures whose Stealth rating you beat, and they cannot surprise you as long as you keep this action active.
Olde-Skool Elves: Elves do not need to choose to try and defeat the stealth rating of a secret door: the DM must make the roll for the elf in this situation.
Eagle-Eyed Rangers: Rangers get a bonus to perception checks to defeat the stealth rating of creatures hidden in the wilderness.
Alertness: Characters with this trait/feat/proficiency/whatever get an automatic roll whenever they would be surprised to notice the creature just before the surprise round.
Sneaky: +1 bonus to your stealth rating.
...etc....
What This Does: Baselie < Action < High Roll + Action. Stealth is powerful as it automatically trumps the normal situation. It will also trump an unlucky/penalized/unskilled attempt to defeat it.
A character must take an actual action and use some resource (even if only time) to defeat stealth. This reflects the mindset of the character: if we suspect something's wrong, we must look and find out what it is.
Certain character traits/feats/whatever might make the DM roll or give you an early-warning roll, but that represents an even BIGGER investment.
.....I dunno, maybe...
[/sblock]
DEFCON 1 said:
As far as the halfling/gnome/dwarf speed increase... here's what I suspect might have been the issue (and why they decided to remove it.) Since the game is not defaulting to a grid, in most combats it doesn't make any difference whether someone can move 25' or 30', because in theater-of-the-mind, all those distances get estimated anyway. The DM usually isn't going to tell the group that the goblins are within melee range except the halfling, gnome, and dwarf-- he's going to tell them the goblins can either be charged or not. So if in gridless combat that 5' of difference doesn't matter... where would it? The answer is in long-distance travel.
Whenever long-distance travel is calculated... it's always based upon the slowest member of the party. Which means that in probably 75% or more groups... because invariably a dwarf, gnome, or halfling will be in it... the party would be travelling at the 25' speed on the distance chart. As a result... having others at 30' and the wood elves at 35' don't ever actually matter. Their "bonus speed" never actually gets used.
So at that point, if the only time a race's speed comes up in is calculating long-distance travel... you might as well put down one speed for everyone because that's what you're going to be doing anyway. And at that point, whether it's 25' or 30' no longer matters. So just go with the 30' for everyone because that's what most of the races are going to have anyway.