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<blockquote data-quote="vagabundo" data-source="post: 5692882" data-attributes="member: 55864"><p>The column seems like a rehash of some of the stuff Mearls and his good self talked about, and Mearls wrote about.</p><p></p><p>I dislike passive perception mainly because I, or an adventure writer, is setting a DC for a trap or secret door and I know what the passive perception of the PCs are and whether the characters will pass or fail before the game even starts. Where the fun in that. Boring....</p><p></p><p>The only way I could see it working is if there was a dice roll against passive perception. So there is some random element like (Pit Trap Hide +5).</p><p></p><p>If they were to go with this method and static DC or levels (like Expert Traps, etc) then they had better balance it out with something interesting to do with the skills once the trap has been perceived.</p></blockquote><p></p>
[QUOTE="vagabundo, post: 5692882, member: 55864"] The column seems like a rehash of some of the stuff Mearls and his good self talked about, and Mearls wrote about. I dislike passive perception mainly because I, or an adventure writer, is setting a DC for a trap or secret door and I know what the passive perception of the PCs are and whether the characters will pass or fail before the game even starts. Where the fun in that. Boring.... The only way I could see it working is if there was a dice roll against passive perception. So there is some random element like (Pit Trap Hide +5). If they were to go with this method and static DC or levels (like Expert Traps, etc) then they had better balance it out with something interesting to do with the skills once the trap has been perceived. [/QUOTE]
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