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<blockquote data-quote="ChristianLindke" data-source="post: 5426891" data-attributes="member: 62156"><p>There is no "hard and fast" rule regarding re-rolling perception checks, but there are some issues to consider. Keep in mind that "narratively" the character doesn't know if a player rolled well or not, only whether they found something or not. Metagaming can lead to excessive re-rolling, which shouldn't really be an issue if you are using the updated DCs for skill checks/challenges updated by level anyway.</p><p></p><p>To decrease the impulse by your players to roll again and again on perception checks, I recommend the following choices.</p><p></p><p>1) Roll perception checks for the players and let them know the narrative results, but not the die results. That way, if they want to search they are doing so with the same information that the characters would have.</p><p>2) You could let them roll openly and treat all room searches as complexity 1 or 2 skill challenges. This can give them the feel of the experience without bogging the game down too much. </p><p>3) Pay attention to those DCs on search checks. If you have someone with a decent Wis who is trained in Perception, they should find most hidden things -- within their level range -- with merely their passive perception.</p><p>4) Use perception checks only for actively opposed competitions. Games like the GUMSHOE line recommend guaranteeing that the players get the information that they "need" from any search and don't use success/failure on rolls.</p><p>5) Following on the last, assign a number of "searches" that a character can be successful on in an adventure based on their perception skill. Keep in mind that there are 8 encounters per character level and limit the number of searches based on that criteria. </p><p></p><p>Those are just some ideas.</p><p></p><p>Christian</p></blockquote><p></p>
[QUOTE="ChristianLindke, post: 5426891, member: 62156"] There is no "hard and fast" rule regarding re-rolling perception checks, but there are some issues to consider. Keep in mind that "narratively" the character doesn't know if a player rolled well or not, only whether they found something or not. Metagaming can lead to excessive re-rolling, which shouldn't really be an issue if you are using the updated DCs for skill checks/challenges updated by level anyway. To decrease the impulse by your players to roll again and again on perception checks, I recommend the following choices. 1) Roll perception checks for the players and let them know the narrative results, but not the die results. That way, if they want to search they are doing so with the same information that the characters would have. 2) You could let them roll openly and treat all room searches as complexity 1 or 2 skill challenges. This can give them the feel of the experience without bogging the game down too much. 3) Pay attention to those DCs on search checks. If you have someone with a decent Wis who is trained in Perception, they should find most hidden things -- within their level range -- with merely their passive perception. 4) Use perception checks only for actively opposed competitions. Games like the GUMSHOE line recommend guaranteeing that the players get the information that they "need" from any search and don't use success/failure on rolls. 5) Following on the last, assign a number of "searches" that a character can be successful on in an adventure based on their perception skill. Keep in mind that there are 8 encounters per character level and limit the number of searches based on that criteria. Those are just some ideas. Christian [/QUOTE]
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