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General Tabletop Discussion
*Pathfinder & Starfinder
Passive vs Active skill checks
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<blockquote data-quote="Pbartender" data-source="post: 5397535" data-attributes="member: 7533"><p>I've found that one of the best ways to look at it, especially with regards to Perception, is this:</p><p></p><p>A passive check gives the players a clue that something should be paid attention to ("You hear faint mumbling as you approach the door.").</p><p></p><p>An active check gives further detail, should the player decide to pay attention ("On the other side of the door, it sounds like at least two, but perhaps as many as four, hobgoblins are arguing over a game of Go Fish.")</p><p></p><p>It works well for traps also...</p><p></p><p>The passive check let's you know something isn't quite right -- kind of like "Spidey-sense". The active check might give more details on how the trap kills, what triggers it, and exactly where it's located. Making the passive, but failing the active, would simply mean the PC strongly suspects that there's a trap around here somewhere ("I've got a bad feeling about this."), but not necessarily where it is, what it does, or how it get's set off.</p><p></p><p>There's still tension there, but it's a different sort.</p><p></p><p></p><p>EDIT: DEFCON 1... That XP note should read "Traps", not "Raps" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Pbartender, post: 5397535, member: 7533"] I've found that one of the best ways to look at it, especially with regards to Perception, is this: A passive check gives the players a clue that something should be paid attention to ("You hear faint mumbling as you approach the door."). An active check gives further detail, should the player decide to pay attention ("On the other side of the door, it sounds like at least two, but perhaps as many as four, hobgoblins are arguing over a game of Go Fish.") It works well for traps also... The passive check let's you know something isn't quite right -- kind of like "Spidey-sense". The active check might give more details on how the trap kills, what triggers it, and exactly where it's located. Making the passive, but failing the active, would simply mean the PC strongly suspects that there's a trap around here somewhere ("I've got a bad feeling about this."), but not necessarily where it is, what it does, or how it get's set off. There's still tension there, but it's a different sort. EDIT: DEFCON 1... That XP note should read "Traps", not "Raps" :p [/QUOTE]
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Passive vs Active skill checks
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