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Perception in 5e, discuss how it works
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<blockquote data-quote="Sadrik" data-source="post: 6347073" data-attributes="member: 14506"><p>I am not willing to make a determination on if this is good or bad, I think time will tell and even then it will likely differ table to table. </p><p></p><p>I think just from a complexity perspective, people will not naturally play it rules as written. They will have to wrap their heads around it to get close to RAW but even then it is not clear and leaves areas for interpretation. There are a lot of groups where "By the RAW" is the almighty and this is likely to confound some of those groups. The RAW is there is no one fit and it provides multiple avenues of Perception with multiple mechanics for multiple different situations. For gamers who like clear like clear 1 to 1 relationships with their skills and tasks this will present a problem.</p><p></p><p></p><p>Your rules interpretation is not how I would do mine (you are missing survival skill in some of those cases). Though I think we can agree each group will do perception slightly different. I also feel like that is not an issue that the game is agile enough to be able to handle each iteration and not suffer for it.</p><p></p><p></p><p>I will remove contests in all cases due to the math issues and go with a passive check defense against the active character (a minor change but shores it up nicely). </p><p></p><p>I have not settled into if I will use other stats with the skills yet. If I do do that I will likely alter the skill list.</p><p></p><p>The new group check rule I have not wrapped my head around yet. On its face, it seems workable. So two rogues and a fighter are sneaking down the hall and the two rogues make the check the fighter fails. So they sneak... Ok. Two fighters and a rogue sneak down the hall two fighters fail and the rogue makes it. So they are noticed. IDK, I have not played the game enough to form an opinion yet on this.</p><p></p><p>Reactive skill checks vs active skill checks, I think you are talking about surprise, roll and see if you are surprised and I search for the tracks, roll to see if you uncover any tracks in this area... This can be a little messy, though most people will intuit the situation correctly I think. Saves are always reactive. Skills are not always reactive. For this reason, I was a proponent in making perception the WIS save. This would clarify its use - always reactive. Other skills would be used to actively perceive. As a house rule I may explore this but it does deviate somewhat from the RAW.</p><p></p><p>Also skill challenges are missing. You might need a certain number of successes before failures to succeed at a task. Pulling directly from the "death save" you could develop clean system.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6347073, member: 14506"] I am not willing to make a determination on if this is good or bad, I think time will tell and even then it will likely differ table to table. I think just from a complexity perspective, people will not naturally play it rules as written. They will have to wrap their heads around it to get close to RAW but even then it is not clear and leaves areas for interpretation. There are a lot of groups where "By the RAW" is the almighty and this is likely to confound some of those groups. The RAW is there is no one fit and it provides multiple avenues of Perception with multiple mechanics for multiple different situations. For gamers who like clear like clear 1 to 1 relationships with their skills and tasks this will present a problem. Your rules interpretation is not how I would do mine (you are missing survival skill in some of those cases). Though I think we can agree each group will do perception slightly different. I also feel like that is not an issue that the game is agile enough to be able to handle each iteration and not suffer for it. I will remove contests in all cases due to the math issues and go with a passive check defense against the active character (a minor change but shores it up nicely). I have not settled into if I will use other stats with the skills yet. If I do do that I will likely alter the skill list. The new group check rule I have not wrapped my head around yet. On its face, it seems workable. So two rogues and a fighter are sneaking down the hall and the two rogues make the check the fighter fails. So they sneak... Ok. Two fighters and a rogue sneak down the hall two fighters fail and the rogue makes it. So they are noticed. IDK, I have not played the game enough to form an opinion yet on this. Reactive skill checks vs active skill checks, I think you are talking about surprise, roll and see if you are surprised and I search for the tracks, roll to see if you uncover any tracks in this area... This can be a little messy, though most people will intuit the situation correctly I think. Saves are always reactive. Skills are not always reactive. For this reason, I was a proponent in making perception the WIS save. This would clarify its use - always reactive. Other skills would be used to actively perceive. As a house rule I may explore this but it does deviate somewhat from the RAW. Also skill challenges are missing. You might need a certain number of successes before failures to succeed at a task. Pulling directly from the "death save" you could develop clean system. [/QUOTE]
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