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<blockquote data-quote="CleverNickName" data-source="post: 7552625" data-attributes="member: 50987"><p>I think this is a very succinct summary of both the problem you are experiencing, and the best solution for your table.</p><p></p><p>I haven't experienced these problems you have described, but I spotted the potential for abuse right away when I read the rules. I figured the best way to prevent that abuse was to require my players to roleplay those situations first, so that the default assumption will never be "I am always helping the rogue, so the rogue always has Advantage." That's no fun for anybody, especially the players.</p><p></p><p>Also, I only use passive checks for ordinary, everyday things, like browsing the shelves at a market or noticing a dropped coin. Secret doors and boobytraps are neither "ordinary" nor "everyday" in my game world, so they require active checks.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 7552625, member: 50987"] I think this is a very succinct summary of both the problem you are experiencing, and the best solution for your table. I haven't experienced these problems you have described, but I spotted the potential for abuse right away when I read the rules. I figured the best way to prevent that abuse was to require my players to roleplay those situations first, so that the default assumption will never be "I am always helping the rogue, so the rogue always has Advantage." That's no fun for anybody, especially the players. Also, I only use passive checks for ordinary, everyday things, like browsing the shelves at a market or noticing a dropped coin. Secret doors and boobytraps are neither "ordinary" nor "everyday" in my game world, so they require active checks. [/QUOTE]
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