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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Solution to the problems with Passive Perception!
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="iserith" data-source="post: 7252117" data-attributes="member: 97077"><p>I don't remember the PCs' passive Perception scores so I don't have this problem. I'm also not sure it's a problem, even if the DM does know the passive Perception scores so long as he or she is reasonably consistent as to the DCs (for example, I generally only use DCs from 10 to 20), telegraphs traps and other hidden dangers, and sets things up so the players can make trade-offs to increases their chances of success. So I've never been clear on what issue the random DC method is trying to solve.</p><p></p><p></p><p></p><p>I'm not sure what this means.</p><p></p><p>I handle it this way (taken from a recent thread on the topic):</p><p></p><p>First, I describe the environment in general to set up the adventure location. Next, I ask the players what their characters do while exploring, again, in general. This is their <a href="http://www.enworld.org/forum/showthread.php?591215-I-don-t-use-Passive-Perception&p=7249821&viewfull=1#post7249821" target="_blank">exploration task</a>. They know the DCs by pace going in so they can array their party as they see fit. I make a note of this, but I can't narrate a result until it becomes relevant later.</p><p></p><p>Now I continue to describe the environment as the characters explore. Embedded in that description are clues telegraphing the existence of hidden things - traps, monsters, secret doors, etc. (These are "free" clues that some of you appear to gate behind the passive Perception score.) If someone has chosen to undertake an exploration task that might reveal these hidden things and meets the required passive score, then I tell them they have found something. That might be a pressure plate or tripwire or the outline of a door in the wall, something like that. Bottom line is that it's explicit - I'm no longer beating around the bush with clues at this point since they've found it because that is what the check resolves. If they do not meet the required passive score, then they have only the clues I already provided to go on. They can spend some time poking around more specifically or trying to deduce the relevance of those clues and they might roll or might have automatic success (or failure) depending on what they describe. ("Time" generally means I'm making a wandering monster check.) I narrate the results of the adventurers' actions accordingly. Sometimes failing a check means they find the hidden thing, but I make a wandering monster check because it took a while or made noise, etc.</p><p></p><p>I set it up this way because the "free" clues in the description provide agency to the players to change the fate of their characters by the decisions they make during play, both when they chose their exploration task and marching order but also in that moment. Telling them they found the trap's trigger or secret door due to their passive check result rewards their choices in play and the ones they may have made when building the character. And, as mentioned, discovering the hidden thing is only the beginning of the challenge. Now comes the investigation, deduction, and efforts to avoid or disarm the trap, open the secret door, or what have you.</p></blockquote><p></p>
[QUOTE="iserith, post: 7252117, member: 97077"] I don't remember the PCs' passive Perception scores so I don't have this problem. I'm also not sure it's a problem, even if the DM does know the passive Perception scores so long as he or she is reasonably consistent as to the DCs (for example, I generally only use DCs from 10 to 20), telegraphs traps and other hidden dangers, and sets things up so the players can make trade-offs to increases their chances of success. So I've never been clear on what issue the random DC method is trying to solve. I'm not sure what this means. I handle it this way (taken from a recent thread on the topic): First, I describe the environment in general to set up the adventure location. Next, I ask the players what their characters do while exploring, again, in general. This is their [URL="http://www.enworld.org/forum/showthread.php?591215-I-don-t-use-Passive-Perception&p=7249821&viewfull=1#post7249821"]exploration task[/URL]. They know the DCs by pace going in so they can array their party as they see fit. I make a note of this, but I can't narrate a result until it becomes relevant later. Now I continue to describe the environment as the characters explore. Embedded in that description are clues telegraphing the existence of hidden things - traps, monsters, secret doors, etc. (These are "free" clues that some of you appear to gate behind the passive Perception score.) If someone has chosen to undertake an exploration task that might reveal these hidden things and meets the required passive score, then I tell them they have found something. That might be a pressure plate or tripwire or the outline of a door in the wall, something like that. Bottom line is that it's explicit - I'm no longer beating around the bush with clues at this point since they've found it because that is what the check resolves. If they do not meet the required passive score, then they have only the clues I already provided to go on. They can spend some time poking around more specifically or trying to deduce the relevance of those clues and they might roll or might have automatic success (or failure) depending on what they describe. ("Time" generally means I'm making a wandering monster check.) I narrate the results of the adventurers' actions accordingly. Sometimes failing a check means they find the hidden thing, but I make a wandering monster check because it took a while or made noise, etc. I set it up this way because the "free" clues in the description provide agency to the players to change the fate of their characters by the decisions they make during play, both when they chose their exploration task and marching order but also in that moment. Telling them they found the trap's trigger or secret door due to their passive check result rewards their choices in play and the ones they may have made when building the character. And, as mentioned, discovering the hidden thing is only the beginning of the challenge. Now comes the investigation, deduction, and efforts to avoid or disarm the trap, open the secret door, or what have you. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Solution to the problems with Passive Perception!
Top