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<blockquote data-quote="Nevvur" data-source="post: 7305331" data-attributes="member: 6783882"><p>I'll be watching this topic closely, because it's a subject of internal debate as I prepare to launch a new campaign.</p><p></p><p>I don't like passive perception except for in-initiative hiding. For overland travel, I would prefer to establish some standard operating procedures, including automated stealth and perception checks when entering or travelling through a new area, if the travelling speed allows. Enter a new area, make a check, describe the results and interact with stuff, rinse and repeat. I'll also assume a default marching order and formation defined by the party unless they specifically state otherwise. For overland travel, I assume they deploy their most competent scout 50 feet or more ahead. Stealth and perception checks are made between each encounter even when there's nothing to sneak around or detect. The purpose is to create uncertainty, but also to disable gotchas. </p><p></p><p>The scout presumably makes first contact with anything interesting. If he fails his stealth check, someone detects him. If he fails the perception check, he overlooks the interesting thing. Or the interesting thing might be a trap and he falls into it. If he succeeds on his stealth check, he might encounter an unhidden obstacle without being detected. If he succeeds on his perception check, he notices an interesting thing, which may or may not also be the thing he's sneaking around.</p><p></p><p>The group also makes a stealth and perception check separately from the scout. If the scout's activities didn't change the nature of the possible encounter, their group check succeeds when at least half or more pass.</p><p></p><p>It's basically the same process for interior settings, but segmented by corridors and rooms. </p><p></p><p>A couple notes. I'm going to be running this on roll20, so I have the luxury of macros to make this a quick and painless process. Also, I don't treat this approach as one-size-fits-all for handling encounters and travel. There will be situations where it doesn't make sense to apply this handling. Again, this is just standard operating procedure.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7305331, member: 6783882"] I'll be watching this topic closely, because it's a subject of internal debate as I prepare to launch a new campaign. I don't like passive perception except for in-initiative hiding. For overland travel, I would prefer to establish some standard operating procedures, including automated stealth and perception checks when entering or travelling through a new area, if the travelling speed allows. Enter a new area, make a check, describe the results and interact with stuff, rinse and repeat. I'll also assume a default marching order and formation defined by the party unless they specifically state otherwise. For overland travel, I assume they deploy their most competent scout 50 feet or more ahead. Stealth and perception checks are made between each encounter even when there's nothing to sneak around or detect. The purpose is to create uncertainty, but also to disable gotchas. The scout presumably makes first contact with anything interesting. If he fails his stealth check, someone detects him. If he fails the perception check, he overlooks the interesting thing. Or the interesting thing might be a trap and he falls into it. If he succeeds on his stealth check, he might encounter an unhidden obstacle without being detected. If he succeeds on his perception check, he notices an interesting thing, which may or may not also be the thing he's sneaking around. The group also makes a stealth and perception check separately from the scout. If the scout's activities didn't change the nature of the possible encounter, their group check succeeds when at least half or more pass. It's basically the same process for interior settings, but segmented by corridors and rooms. A couple notes. I'm going to be running this on roll20, so I have the luxury of macros to make this a quick and painless process. Also, I don't treat this approach as one-size-fits-all for handling encounters and travel. There will be situations where it doesn't make sense to apply this handling. Again, this is just standard operating procedure. [/QUOTE]
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