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General Tabletop Discussion
*Dungeons & Dragons
passive perception vs active perception
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<blockquote data-quote="Greenstone.Walker" data-source="post: 7329009" data-attributes="member: 6788312"><p>Correct. If the character wasn't doing anything then there would be no need for any check. </p><p></p><p>For example, some characters are walking into an ambush. There is a chance they could detect the ambush and real consequences for failure, so a check is required. The GM could call for a Wisdom\Perception ability check or could use a passive value.</p><p></p><p>Now, if the characters were not paying attention (maybe traveling at a very fast pace, perhaps arguing amongst themselves) then there is no need for a check - the GM just says, "You are ambushed!"</p><p></p><p>For example, an archer shoots a sleeping character. There is no chance the character could detect the archer, so no check is made, either active rolling of a die or a passive check.</p><p></p><p>In games I ran last year, I used passive knowledge skills. I wrote in my notes things like, "Passive Intelligence\History 15 knows this." While the game was running, I could say things like, "Juma, because of his knowledge of history, knows this." I chose not to ask for rolling a dice in order to speed up play, as well as to make sure that the players who had chosen proficiencies got some time in the spotlight.</p><p></p><p>I also used passive Strength and Dexterity rolls a couple of times, ruling that a few PCs and NPCs with very low scores just couldn't make a jump or climb.</p><p></p><p>This year, I am going to run a few combats using passive Dexterity checks for initiative, to see if that speeds up play and removes breaks in narrative flow.</p><p></p><p>There are also other places in the game where passive rolls are used when characters are actively doing things. For example, carrying capacity. We don't call for a Strength check every time a character puts on their backpack because that would bog the game down too much; we go for a static number.</p><p></p><p>In summary: Checks are only required when there is doubt about the outcome of a situation and there are real consequences for failure. A check usually involves rolling one or more dice. Passive checks use a predetermined number (5, 10 or 15) instead of a dice roll, usually to speed up play but sometimes to increase players' tension and surprise.</p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 7329009, member: 6788312"] Correct. If the character wasn't doing anything then there would be no need for any check. For example, some characters are walking into an ambush. There is a chance they could detect the ambush and real consequences for failure, so a check is required. The GM could call for a Wisdom\Perception ability check or could use a passive value. Now, if the characters were not paying attention (maybe traveling at a very fast pace, perhaps arguing amongst themselves) then there is no need for a check - the GM just says, "You are ambushed!" For example, an archer shoots a sleeping character. There is no chance the character could detect the archer, so no check is made, either active rolling of a die or a passive check. In games I ran last year, I used passive knowledge skills. I wrote in my notes things like, "Passive Intelligence\History 15 knows this." While the game was running, I could say things like, "Juma, because of his knowledge of history, knows this." I chose not to ask for rolling a dice in order to speed up play, as well as to make sure that the players who had chosen proficiencies got some time in the spotlight. I also used passive Strength and Dexterity rolls a couple of times, ruling that a few PCs and NPCs with very low scores just couldn't make a jump or climb. This year, I am going to run a few combats using passive Dexterity checks for initiative, to see if that speeds up play and removes breaks in narrative flow. There are also other places in the game where passive rolls are used when characters are actively doing things. For example, carrying capacity. We don't call for a Strength check every time a character puts on their backpack because that would bog the game down too much; we go for a static number. In summary: Checks are only required when there is doubt about the outcome of a situation and there are real consequences for failure. A check usually involves rolling one or more dice. Passive checks use a predetermined number (5, 10 or 15) instead of a dice roll, usually to speed up play but sometimes to increase players' tension and surprise. [/QUOTE]
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