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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Perception in 5e, discuss how it works
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="Li Shenron" data-source="post: 6345895" data-attributes="member: 1465"><p>Indeed there's a lot of blur between the different skills and checks options, but it's good to see them as more and flexible opportunities rather than a rigid system to sort out.</p><p></p><p>I tend to see Perception as a description of your general awareness of things that are not expected, that stand out, be them visual, audible, smell, taste or something else. But also, I see Perception as something to use particularly when you don't know what you're looking for. Not strictly passive however, i.e. I would use Perception also for actively listening at a door, or for looking into the distance. Instead, I tend to see Investigation as trying to seek a specific target, either you're looking for an object (or object type) or an answer. But at the same time this could also be a difference between Wisdom and Intelligence in general.</p><p></p><p>The mechanics (passive vs roll, hidden vs shown to the players, retry or not, how long it takes or how long before another check) serve different purposes. IMHO the main use of passive perception might be for encapsulating multiple routine checks, but it's just an option and because of that it can also be used with Investigation or other skills. I'm not sure I'll use it often because you can't reach your highest DC. I would prefer hidden rolls if I don't want the players know about a failure, or regular rolls when they will find out anyway.</p><p></p><p>Then there is also the variant rule for using different abilities with a skill, which I plan to use quite often instead, but <em>not</em> letting the players choose, instead letting the circumstance establish that. I really like the idea that a detective may need a Wisdom(Investigation) check when looking for any clues in a crime scene, an Intelligence(Investigation) check to put the clues together and figure out how the crime actually took place, a Charisma(Investigation) check to gather information from people, and a Constitution(Investigation) check to sort out data from an archive in a night's work.</p><p></p><p>I am sure I won't always adjudicate these below in the same way, but here's what I'd do:</p><p></p><p></p><p></p><p>Since the trap is fixed DC, I'd avoid using passive and make a hidden group Wisdom(Perception) roll.</p><p></p><p></p><p></p><p>Same, hidden group Wisdom(Perception) vs DC.</p><p></p><p></p><p></p><p>Regular (non-hidden) individual Wisdom(Perception) checks vs Dexterity(Stealth), assuming the enemy is going to attack the party anyway.</p><p></p><p>If the opponent won't start a fight but will stay there hiding, then hidden group Wisdom(Perception) vs Dexterity(Stealth), but in this case passive Perception may be ok (there is still randomness because it's an opposed check).</p><p></p><p></p><p></p><p>Hidden group Wisdom(Insight) check vs Charisma(Deception), or once again passive Insight is ok.</p><p></p><p>That said, in all these examples you can also decide not to roll anything until the players say they actually want to check. It depends if you prefer playing by "the characters are assumed to be doing their best all the time" or "the players always need to declare".</p><p></p><p></p><p></p><p>My bottom line is that we've got plenty of mechanics:</p><p></p><p>- using different base abilities</p><p>- using different skill proficiency</p><p>- passive vs check</p><p>- player rolls vs hidden (DM rolls)</p><p>- individual check vs group check</p><p>- static DC vs opposed contest</p><p>- automatic vs player-initiated</p><p>- retries (dis)allowed</p><p></p><p>and too many possible in-game and meta-game circumstances to keep fixed on how to handle each case.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6345895, member: 1465"] Indeed there's a lot of blur between the different skills and checks options, but it's good to see them as more and flexible opportunities rather than a rigid system to sort out. I tend to see Perception as a description of your general awareness of things that are not expected, that stand out, be them visual, audible, smell, taste or something else. But also, I see Perception as something to use particularly when you don't know what you're looking for. Not strictly passive however, i.e. I would use Perception also for actively listening at a door, or for looking into the distance. Instead, I tend to see Investigation as trying to seek a specific target, either you're looking for an object (or object type) or an answer. But at the same time this could also be a difference between Wisdom and Intelligence in general. The mechanics (passive vs roll, hidden vs shown to the players, retry or not, how long it takes or how long before another check) serve different purposes. IMHO the main use of passive perception might be for encapsulating multiple routine checks, but it's just an option and because of that it can also be used with Investigation or other skills. I'm not sure I'll use it often because you can't reach your highest DC. I would prefer hidden rolls if I don't want the players know about a failure, or regular rolls when they will find out anyway. Then there is also the variant rule for using different abilities with a skill, which I plan to use quite often instead, but [I]not[/I] letting the players choose, instead letting the circumstance establish that. I really like the idea that a detective may need a Wisdom(Investigation) check when looking for any clues in a crime scene, an Intelligence(Investigation) check to put the clues together and figure out how the crime actually took place, a Charisma(Investigation) check to gather information from people, and a Constitution(Investigation) check to sort out data from an archive in a night's work. I am sure I won't always adjudicate these below in the same way, but here's what I'd do: Since the trap is fixed DC, I'd avoid using passive and make a hidden group Wisdom(Perception) roll. Same, hidden group Wisdom(Perception) vs DC. Regular (non-hidden) individual Wisdom(Perception) checks vs Dexterity(Stealth), assuming the enemy is going to attack the party anyway. If the opponent won't start a fight but will stay there hiding, then hidden group Wisdom(Perception) vs Dexterity(Stealth), but in this case passive Perception may be ok (there is still randomness because it's an opposed check). Hidden group Wisdom(Insight) check vs Charisma(Deception), or once again passive Insight is ok. That said, in all these examples you can also decide not to roll anything until the players say they actually want to check. It depends if you prefer playing by "the characters are assumed to be doing their best all the time" or "the players always need to declare". My bottom line is that we've got plenty of mechanics: - using different base abilities - using different skill proficiency - passive vs check - player rolls vs hidden (DM rolls) - individual check vs group check - static DC vs opposed contest - automatic vs player-initiated - retries (dis)allowed and too many possible in-game and meta-game circumstances to keep fixed on how to handle each case. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Perception in 5e, discuss how it works
Top