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General Tabletop Discussion
*Dungeons & Dragons
Perception, Passive Perception, and Investigation
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<blockquote data-quote="robus" data-source="post: 8203912" data-attributes="member: 6801558"><p>First point I’d like to make is if the dice are giving you nonsensical answers then you’re asking them to answer nonsensical questions. They are a random number generator not a fortune telling device. Only have the players roll when there is good reason for the outcome of their declared action to be uncertain and there is a cost of them failing. This is why we’re always rolling in combat because everything is pretty chaotic and uncertain (and the cost of failure is the opponents have more chances to hit back!)</p><p></p><p></p><p>So with my preamble in mind, what does this mean? Players roll perception against any action that requires using their senses to protect themselves from possible harm or setback, animal, vegetable or mineral.</p><p></p><p>Again, getting nonsensical results is a sign that your chosen resolution mechanic has gone off the rails. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Searching repeatedly in the same location (with only the cost of time) will locate the item (assuming the DM is not playing games with the players and them waste game time on pointless exercises).</p><p></p><p>Passive perception (or investigation) is a tool for modeling constant perception in a risky situation that is changing over time (and your PC wants to remain vigilant during that period). For example, traveling, exploring, keeping watch (and yes keeping watch is a situation that changes over time because while the PC is pretty stationary various other creatures are coming and going and making noise and the PC is having to constantly make judgement calls as to whether it is a legitimate threat).</p><p></p><p>A single check is applied when there is meaningful consequence for failure in that moment. For a search it might be that the PCs have just made it into a study and they need to find an item before the guard returns and notices the light under the door (or whatever). If the check succeeds they find the item <em>and</em> get out before the guard returns. If they fail they need to make a choice of leaving without the item (and eluding the guard) or stay and finish the search (which will now succeed) but with the consequence that the guard is now at the door and rattling the handle (and probably raising the alarm).</p></blockquote><p></p>
[QUOTE="robus, post: 8203912, member: 6801558"] First point I’d like to make is if the dice are giving you nonsensical answers then you’re asking them to answer nonsensical questions. They are a random number generator not a fortune telling device. Only have the players roll when there is good reason for the outcome of their declared action to be uncertain and there is a cost of them failing. This is why we’re always rolling in combat because everything is pretty chaotic and uncertain (and the cost of failure is the opponents have more chances to hit back!) So with my preamble in mind, what does this mean? Players roll perception against any action that requires using their senses to protect themselves from possible harm or setback, animal, vegetable or mineral. Again, getting nonsensical results is a sign that your chosen resolution mechanic has gone off the rails. :) Searching repeatedly in the same location (with only the cost of time) will locate the item (assuming the DM is not playing games with the players and them waste game time on pointless exercises). Passive perception (or investigation) is a tool for modeling constant perception in a risky situation that is changing over time (and your PC wants to remain vigilant during that period). For example, traveling, exploring, keeping watch (and yes keeping watch is a situation that changes over time because while the PC is pretty stationary various other creatures are coming and going and making noise and the PC is having to constantly make judgement calls as to whether it is a legitimate threat). A single check is applied when there is meaningful consequence for failure in that moment. For a search it might be that the PCs have just made it into a study and they need to find an item before the guard returns and notices the light under the door (or whatever). If the check succeeds they find the item [I]and[/I] get out before the guard returns. If they fail they need to make a choice of leaving without the item (and eluding the guard) or stay and finish the search (which will now succeed) but with the consequence that the guard is now at the door and rattling the handle (and probably raising the alarm). [/QUOTE]
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