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Solution to the problems with Passive Perception!
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<blockquote data-quote="Bladecoder" data-source="post: 7251897" data-attributes="member: 6861737"><p><strong>Hello!</strong></p><p></p><p><strong>Background: </strong></p><p></p><p>I have been having longtime issues with Passive Perception in current D&D, I did not want to have to much control over traps and such and I did not want my players rolling perception every time they enter a room; for awhile I thought that there was no solution to this problem, but I think I have finally found and efficient and fair one... First though I will gripe a little more about passive perception. </p><p></p><p>In 5e I feel that traps and secret doors are a real issue, as the current system is system is set up so the DM either has no control or complete control over them. If a DM builds a dungeon he has to constantly chose the DC for all of the traps he lays in it, and as most DMs know their players passive perceptions, this means a conscious choice over whether players will detect them or not. While on the other end of the issue DMs could just not use passive perception and therefore have little to no control over traps. </p><p></p><p><strong>Solution: </strong></p><p></p><p>So now to the solution... Why not have the traps roll instead of the players? I know, I know it is very simple, but I think it works well. Have your players passive perception scores at hand and determine a modifier for your traps and presto! You have a system that has some degree of uncertainty that can still be reasonably monitored by the DM.</p><p></p><p><strong>Example:</strong> </p><p></p><p>You have a party of four adventurers whom have a set of passive perceptions scores, which are: 10, 11, 13, 15. They are walking through a dungeon and are quickly coming up on a simple pit trap. Well first you set the 'detection modifier' for the trap, in this case it would be low due to the fact it is just a simple pit trap, so let's say +2. Then you roll to see how well the trap goes undetected.</p><p></p><p>You roll a ten and add two (12), this means that only two players notice the trap (the players with the 13 and 15) and you tell them accordingly. </p><p></p><p><strong>Final thoughts:</strong> </p><p></p><p>Well that is it for now, this was a solution that I came up with relatively recently so I would love to hear some feedback. </p><p></p><p>Thanks for your comments. Bye!</p></blockquote><p></p>
[QUOTE="Bladecoder, post: 7251897, member: 6861737"] [B]Hello![/B] [B]Background: [/B] I have been having longtime issues with Passive Perception in current D&D, I did not want to have to much control over traps and such and I did not want my players rolling perception every time they enter a room; for awhile I thought that there was no solution to this problem, but I think I have finally found and efficient and fair one... First though I will gripe a little more about passive perception. In 5e I feel that traps and secret doors are a real issue, as the current system is system is set up so the DM either has no control or complete control over them. If a DM builds a dungeon he has to constantly chose the DC for all of the traps he lays in it, and as most DMs know their players passive perceptions, this means a conscious choice over whether players will detect them or not. While on the other end of the issue DMs could just not use passive perception and therefore have little to no control over traps. [B]Solution: [/B] So now to the solution... Why not have the traps roll instead of the players? I know, I know it is very simple, but I think it works well. Have your players passive perception scores at hand and determine a modifier for your traps and presto! You have a system that has some degree of uncertainty that can still be reasonably monitored by the DM. [B]Example:[/B] You have a party of four adventurers whom have a set of passive perceptions scores, which are: 10, 11, 13, 15. They are walking through a dungeon and are quickly coming up on a simple pit trap. Well first you set the 'detection modifier' for the trap, in this case it would be low due to the fact it is just a simple pit trap, so let's say +2. Then you roll to see how well the trap goes undetected. You roll a ten and add two (12), this means that only two players notice the trap (the players with the 13 and 15) and you tell them accordingly. [B]Final thoughts:[/B] Well that is it for now, this was a solution that I came up with relatively recently so I would love to hear some feedback. Thanks for your comments. Bye! [/QUOTE]
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