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General Tabletop Discussion
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Should Intuition be a skill/ability?
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<blockquote data-quote="plisnithus8" data-source="post: 7923832" data-attributes="member: 6870553"><p>I always assumed Passive modified Perception rather than Check since it is usually referred to as Passive Perception, passively perceiving instead passively checking. It’s not a massive paradigm shift, but the nuance is noted. I appreciate your explanation.</p><p></p><p></p><p></p><p>I’m not saying the player shouldn’t control their character. I’m saying that in some instances, rare instances (I’m not advocating doing this very often), describing stimuli within a character can be just as effective as external environmental stimuli. A DM could tell your PC that it feels its skin itch, a tear roll down its cheek, its stomach become nauseous, its head become dizzy, its heart begins pounding, it feels drunk, it feels like it might soon lose control, loneliness slaps it in the face, or that the orphan reminds it of its deceased sister. These are all the onset of feelings or brief thoughts that describe environment or random ideas. As a DM I wouldn’t push any mechanical weight on them. They are stimuli for the player to use their agency to react to how they want. Or not, ignore them. Or improvise upon. If a DM wanted to use madness in a campaign, wouldn’t they need to describe what a PC imagines? If the campaign is dream-based, the mind would be the environment. I have players make Intelligence checks if they have forgotten something, not punishing them for bad note-taking or things forgotten because of intervals between sessions. Most Intellifence checks tell players information that their character thought about. It’s not about controlling the player — it’s about helping them have an immersive experience.</p><p></p><p></p><p></p><p>It would go back to the way we used to play, without the peak dramatic moments that DM and player can create together in the instances described above. The intuition idea actually started with a player asking for the PC’s gut feeling. There was a need for control or a push to railroad. Sure, sometimes it could be used as a crutch such as if the DM’s mystery is too difficult, but I’d give the DM grace to help the players if they understand each other well enough or mutually agreed upon using such a mechanic.</p><p></p><p>I understand not wanting to be controlled (as I was mentioned above I was by a DM) and being careful, reading rules as they are most easily interpreted.</p><p>When a player starts describing the building in front of them without the DM’s input, my first reaction is to tell them to stop; it’s not your role to do that. But, you know what, most of the time, that creativity only adds to the game. It’s can be okay to not always stick to the roles within the role-playing.</p></blockquote><p></p>
[QUOTE="plisnithus8, post: 7923832, member: 6870553"] I always assumed Passive modified Perception rather than Check since it is usually referred to as Passive Perception, passively perceiving instead passively checking. It’s not a massive paradigm shift, but the nuance is noted. I appreciate your explanation. I’m not saying the player shouldn’t control their character. I’m saying that in some instances, rare instances (I’m not advocating doing this very often), describing stimuli within a character can be just as effective as external environmental stimuli. A DM could tell your PC that it feels its skin itch, a tear roll down its cheek, its stomach become nauseous, its head become dizzy, its heart begins pounding, it feels drunk, it feels like it might soon lose control, loneliness slaps it in the face, or that the orphan reminds it of its deceased sister. These are all the onset of feelings or brief thoughts that describe environment or random ideas. As a DM I wouldn’t push any mechanical weight on them. They are stimuli for the player to use their agency to react to how they want. Or not, ignore them. Or improvise upon. If a DM wanted to use madness in a campaign, wouldn’t they need to describe what a PC imagines? If the campaign is dream-based, the mind would be the environment. I have players make Intelligence checks if they have forgotten something, not punishing them for bad note-taking or things forgotten because of intervals between sessions. Most Intellifence checks tell players information that their character thought about. It’s not about controlling the player — it’s about helping them have an immersive experience. It would go back to the way we used to play, without the peak dramatic moments that DM and player can create together in the instances described above. The intuition idea actually started with a player asking for the PC’s gut feeling. There was a need for control or a push to railroad. Sure, sometimes it could be used as a crutch such as if the DM’s mystery is too difficult, but I’d give the DM grace to help the players if they understand each other well enough or mutually agreed upon using such a mechanic. I understand not wanting to be controlled (as I was mentioned above I was by a DM) and being careful, reading rules as they are most easily interpreted. When a player starts describing the building in front of them without the DM’s input, my first reaction is to tell them to stop; it’s not your role to do that. But, you know what, most of the time, that creativity only adds to the game. It’s can be okay to not always stick to the roles within the role-playing. [/QUOTE]
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