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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Scent, Spot, Listen, Blindsight....as skill checks?
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="DrSpunj" data-source="post: 1394404" data-attributes="member: 994"><p>Well, I'm glad you know what they were thinking. <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>Seriously, those are assumptions and ones I happen to <em>partially</em> disagree with. The game is built for and around humanoids whose best senses are 1) Vision and 2) Hearing, with the former much more important for the vast majority of people. It's the way we work, it's the way we think and it's the way we interpret what's going on in the world around us. That directly translates from us playing the game to our PCs <em>all the time!</em> How many times have you asked (or heard) "Okay, so I open the door. What do I <strong>smell</strong>?" (hehe, let's take a poll, that could be funny! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p></p><p>So of the senses, Vision and Hearing (and foiling them) get the biggest chunk of rules text. If we were only allowed to play or interact with Humanoids like ourselves that's probably all the rules we'd need. Unfortunately, the game incorporates other senses for other creatures, and most importantly, for many of those creatures <em>they have different primary senses!</em></p><p></p><p>Take the Bat with Blindsight. Know what I serendipitously learned today? That the real-life common fruit bat can "sense" an insect from as much as 18 feet away! And gets enough information at that distance to determine whether it's likely something he'd like to eat! Wow! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>So what about Scent? And Blindsight? And Tremorsense? Are they "automatic"? Yes, within certain conditions.</p><p></p><p></p><p></p><p>Yes, within certain conditions. For instance, no one can Hide from you if you can see them (which is why Darkvision foils someone trying to Hide using shadow concealment) but they can still Hide behind cover. And you automatically "see" anything within your visual range, given ambient light and obstacles limiting line-of-sight. What doesn't work automatically is something that is difficult to see, and the roll determines whether your brain recognizes what your eyes have told you. If a PC carrying a torch is in a large cavern he can "automatically" see everything within a 20' radius. No check is necessary.</p><p></p><p></p><p></p><p>Actually yes, you <strong>do</strong> automatically hear anything within certain frequencies that reaches your ears. Whether you recognize it or understand its significance is another question entirely (and IMO, that's partially what the check represents).</p><p></p><p>So back to that Bat. The Bat's primary sense is his Blindsight (though he does have poor Vision). The Bat can "automatically" sense anything within a 20' radius (with a lot of caveats in the rules). Why should the Bat be treated any different than the PC with a torch in a large cavern using Vision? If you're going to give him a bonus based on his best sense and add it to a roll based on one of his worst, it'd better be a damn good bonus!</p><p></p><p>WRT Scent being automatic, again, it's dependent upon a lot of conditions, but within a certain radius it's as automatic as Vision, Hearing & Blindsight. However, I'd actually argue it <strong>does</strong> take a Move Action to pinpoint once you're within 5' of the source. Why? Because the rules say it's a Move Action to determine direction. Whether you're 5' away or 30' away, you still have to determine direction, so it takes a Move Action. Here's the RAW:</p><p></p><p></p><p></p><p>So is this too powerful? Not to me, but I know YMMV. How close do you think you could get to a bear if he was blind and deaf (so he could just use his sense of smell)? 10'? 30'? 60'? What if it was a dog? A wolf? A snake?</p><p></p><p>Do they "automatically" know <em>something</em> is within 30' of them according to the rules? Yes, unless the scent is masked.</p><p></p><p>How do they respond? Well, depends on the smell, and because of this text:</p><p></p><p>It also depends on whether they've encountered it (or something like it)before.</p><p></p><p><strong>Summary:</strong></p><p>To me, the abilities are well and sensibly defined in the Core rules. However, the DM is the final arbiter of what the prevailing in-game conditions are and that can have drastic effects on whether they work or they don't. And even when they work the DM has a lot of control over what information is actually passed on to PCs.</p><p></p><p>If you <strong>are</strong> going to go ahead with a roll of some kind I hope it would only be used when the situation is clearly ambiguous whether the ability would work or not, and I'd actually prefer it be the <u>better</u> of their Listen and Spot bonuses, with an appropriate racial bonus (of +4 or +8, typically) to the roll.</p><p></p><p>On a slight tangent, as I said in the other thread, I'd like to use a single Awareness or Perception skill in my next campaign.</p><p></p><p>Well, Blindsight by definition doesn't care about the ambient light, but dealing with varying abilities between senses can be taken care of with appropriate modifiers to the roll just like we use now modifying each individual sense.</p><p>Can you make a Spot check in the dark with Normal or Low-light vision? No, but you can make a Listen check. Under the new system I'd probably institute a flat penalty (-2? -4?) for creatures denied their Primary Sense and making a check, but it <em>would</em> require a bit of tinkering, I agree.</p><p></p><p>Thanks.</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 1394404, member: 994"] Well, I'm glad you know what they were thinking. :) Seriously, those are assumptions and ones I happen to [i]partially[/i] disagree with. The game is built for and around humanoids whose best senses are 1) Vision and 2) Hearing, with the former much more important for the vast majority of people. It's the way we work, it's the way we think and it's the way we interpret what's going on in the world around us. That directly translates from us playing the game to our PCs [i]all the time![/i] How many times have you asked (or heard) "Okay, so I open the door. What do I [b]smell[/b]?" (hehe, let's take a poll, that could be funny! :D) So of the senses, Vision and Hearing (and foiling them) get the biggest chunk of rules text. If we were only allowed to play or interact with Humanoids like ourselves that's probably all the rules we'd need. Unfortunately, the game incorporates other senses for other creatures, and most importantly, for many of those creatures [i]they have different primary senses![/i] Take the Bat with Blindsight. Know what I serendipitously learned today? That the real-life common fruit bat can "sense" an insect from as much as 18 feet away! And gets enough information at that distance to determine whether it's likely something he'd like to eat! Wow! :cool: So what about Scent? And Blindsight? And Tremorsense? Are they "automatic"? Yes, within certain conditions. Yes, within certain conditions. For instance, no one can Hide from you if you can see them (which is why Darkvision foils someone trying to Hide using shadow concealment) but they can still Hide behind cover. And you automatically "see" anything within your visual range, given ambient light and obstacles limiting line-of-sight. What doesn't work automatically is something that is difficult to see, and the roll determines whether your brain recognizes what your eyes have told you. If a PC carrying a torch is in a large cavern he can "automatically" see everything within a 20' radius. No check is necessary. Actually yes, you [b]do[/b] automatically hear anything within certain frequencies that reaches your ears. Whether you recognize it or understand its significance is another question entirely (and IMO, that's partially what the check represents). So back to that Bat. The Bat's primary sense is his Blindsight (though he does have poor Vision). The Bat can "automatically" sense anything within a 20' radius (with a lot of caveats in the rules). Why should the Bat be treated any different than the PC with a torch in a large cavern using Vision? If you're going to give him a bonus based on his best sense and add it to a roll based on one of his worst, it'd better be a damn good bonus! WRT Scent being automatic, again, it's dependent upon a lot of conditions, but within a certain radius it's as automatic as Vision, Hearing & Blindsight. However, I'd actually argue it [b]does[/b] take a Move Action to pinpoint once you're within 5' of the source. Why? Because the rules say it's a Move Action to determine direction. Whether you're 5' away or 30' away, you still have to determine direction, so it takes a Move Action. Here's the RAW: So is this too powerful? Not to me, but I know YMMV. How close do you think you could get to a bear if he was blind and deaf (so he could just use his sense of smell)? 10'? 30'? 60'? What if it was a dog? A wolf? A snake? Do they "automatically" know [i]something[/i] is within 30' of them according to the rules? Yes, unless the scent is masked. How do they respond? Well, depends on the smell, and because of this text: It also depends on whether they've encountered it (or something like it)before. [B]Summary:[/B] To me, the abilities are well and sensibly defined in the Core rules. However, the DM is the final arbiter of what the prevailing in-game conditions are and that can have drastic effects on whether they work or they don't. And even when they work the DM has a lot of control over what information is actually passed on to PCs. If you [b]are[/b] going to go ahead with a roll of some kind I hope it would only be used when the situation is clearly ambiguous whether the ability would work or not, and I'd actually prefer it be the [u]better[/u] of their Listen and Spot bonuses, with an appropriate racial bonus (of +4 or +8, typically) to the roll. On a slight tangent, as I said in the other thread, I'd like to use a single Awareness or Perception skill in my next campaign. Well, Blindsight by definition doesn't care about the ambient light, but dealing with varying abilities between senses can be taken care of with appropriate modifiers to the roll just like we use now modifying each individual sense. Can you make a Spot check in the dark with Normal or Low-light vision? No, but you can make a Listen check. Under the new system I'd probably institute a flat penalty (-2? -4?) for creatures denied their Primary Sense and making a check, but it [i]would[/i] require a bit of tinkering, I agree. Thanks. DrSpunj [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Scent, Spot, Listen, Blindsight....as skill checks?
Top