Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Passive Perception
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 6509800" data-attributes="member: 2011"><p>Although you are not using passive perception here.</p><p></p><p>Slightly off tangent, but I have read here on the boards about a lot of DMs who do not want there to be a secret door (or a hidden compartment under the rug) unless the players find them. They think that in order for the DM to spend the time crafting elements of his game world, he wants the players to find those elements. What good is creating entire rooms of places to adventure under the rug if the players never find it? Granted, there is a difference between small compartment with maybe a few items in it and an entire level of dungeon, but the point remains.</p><p></p><p>Personally, I think that the passive perception mechanic has some inherent flaws that a DM might want to consider not just using the same mechanic each time. Using group stealth for PCs trying to ambush vs. passive perception seems to work ok, but using it for ambushing NPCs is problematic. There are minor bugs with using (active or passive) perception (being opposed by a random DC, or a static DC) like:</p><p></p><p>1) The same PC is always the one to notice things (in the case of ambush by NPCs, the same PCs are rarely surprised because of high passive perception, the same PCs are often surprised, there is never a case of the high perception PC being surprised and the low perception PC not being surprised).</p><p></p><p>2) If the DM uses static DCs for hidden things, either the PCs always find something, or never find it (shy of the DM changing the DC as per your example).</p><p></p><p>3) Using active perception means that the math will result in PCs almost always finding something (unless the DM sets the DC extremely high).</p><p></p><p>4) Using active perception means that players will change their behavior because they know that the DM called for a perception check.</p><p></p><p>I just find both active and passive perception to be a wonky tools at times.</p><p></p><p>I don't have a good solution, but I often try to resolve these types of issues by having the "closest PCs" or the "trained PCs" or some other criteria with an active roll where not everyone in the party is rolling. Either that, or I set the DC quite a bit higher and have everyone roll. If I have a secret door, the PCs do not have to find it in my game.</p><p></p><p>And as you say, changing the DC for when PCs are actively searching as opposed to passively looking seems to be a useful compromise as well.</p><p></p><p></p><p>But one of the only times I use passive perception tends to be for monsters when the PCs are trying to use group stealth to ambush them. It's just too wonky of a tool to use all of the time as per the OP's concerns.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6509800, member: 2011"] Although you are not using passive perception here. Slightly off tangent, but I have read here on the boards about a lot of DMs who do not want there to be a secret door (or a hidden compartment under the rug) unless the players find them. They think that in order for the DM to spend the time crafting elements of his game world, he wants the players to find those elements. What good is creating entire rooms of places to adventure under the rug if the players never find it? Granted, there is a difference between small compartment with maybe a few items in it and an entire level of dungeon, but the point remains. Personally, I think that the passive perception mechanic has some inherent flaws that a DM might want to consider not just using the same mechanic each time. Using group stealth for PCs trying to ambush vs. passive perception seems to work ok, but using it for ambushing NPCs is problematic. There are minor bugs with using (active or passive) perception (being opposed by a random DC, or a static DC) like: 1) The same PC is always the one to notice things (in the case of ambush by NPCs, the same PCs are rarely surprised because of high passive perception, the same PCs are often surprised, there is never a case of the high perception PC being surprised and the low perception PC not being surprised). 2) If the DM uses static DCs for hidden things, either the PCs always find something, or never find it (shy of the DM changing the DC as per your example). 3) Using active perception means that the math will result in PCs almost always finding something (unless the DM sets the DC extremely high). 4) Using active perception means that players will change their behavior because they know that the DM called for a perception check. I just find both active and passive perception to be a wonky tools at times. I don't have a good solution, but I often try to resolve these types of issues by having the "closest PCs" or the "trained PCs" or some other criteria with an active roll where not everyone in the party is rolling. Either that, or I set the DC quite a bit higher and have everyone roll. If I have a secret door, the PCs do not have to find it in my game. And as you say, changing the DC for when PCs are actively searching as opposed to passively looking seems to be a useful compromise as well. But one of the only times I use passive perception tends to be for monsters when the PCs are trying to use group stealth to ambush them. It's just too wonky of a tool to use all of the time as per the OP's concerns. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Passive Perception
Top