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Turning Perception into a Saving throw?
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<blockquote data-quote="Quickleaf" data-source="post: 8979530" data-attributes="member: 20323"><p>This proposed house rule is actually doing four things at once.</p><p></p><p>(1) You're absolutely right that one of those things is reining in very high Perception scores. Of course, when you look through the monster books, they generally don't have super high Stealth scores or super high Perception scores... so denying players astronomical Perception is not a huge loss in my book, especially considering my 3rd point below.</p><p></p><p>(2) Secondly, it's pulling apart 2 gameplay elements that 5e has both living within Perception: Noticing Stuff & Danger Perception. This house rule retains a mechanic for Danger Perception only. Whereas Noticing Stuff is left up to the GM and players to actually play the game and communicate in a more OSR way. I'm trying to have some New School in there (you'll notice the trap reaction thing is lifted from AngryGM) and some OSR, playing side by side.</p><p></p><p>(3) Thirdly, to touch on your question [USER=6775557]@HomegrownHydra[/USER] about how is this house better than Passive Perception and your comment [USER=97077]@iserith[/USER] about Perception being used to gate info, it <em>completely removes</em> the possibility for gating basic information behind Perception whatsoever (active or passive). The GM just gives the information that makes sense. So [USER=7034611]@mamba[/USER] what you said about "isn’t that basically a successful perception check already" is spot on. If it's something that would logically be noticed, they notice it. If it's something that would logically take 10 minutes of searching to find, then it takes 10 minutes. If it's something that requires touching to realize, then that's what it requires. What this does is (a) the GM no longer needs to track Passive Perception, and (b) theoretically would make the flow of the game play a bit faster. I was definitely influenced by the Gumshoe RPG when it came to realizing how much I wanted a different way to handle Perception.</p><p></p><p>(4) Fourthly, while I totally get what you're saying [USER=97077]@iserith[/USER] about players not declaring checks... I'll speak for myself when I say that un-training some players of that habit is like trying to push a broken down Ford F-150 by yourself up a sloped road... at a certain point, I've just found the habit is so entrenched in a segment of players that I'd love to have a way to circumvent it entirely – and that's the fourth thing this house rule is doing with the most common type of check I see players ask for (Perception).</p><p></p><p>I'll be the first to admit that this is a radical change, not just mechanically, but also in terms of the culture or paradigm around the game. That's why I was asking about your reactions to it – trying to get an early pulse on how much pushback this sort of house rule might get.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8979530, member: 20323"] This proposed house rule is actually doing four things at once. (1) You're absolutely right that one of those things is reining in very high Perception scores. Of course, when you look through the monster books, they generally don't have super high Stealth scores or super high Perception scores... so denying players astronomical Perception is not a huge loss in my book, especially considering my 3rd point below. (2) Secondly, it's pulling apart 2 gameplay elements that 5e has both living within Perception: Noticing Stuff & Danger Perception. This house rule retains a mechanic for Danger Perception only. Whereas Noticing Stuff is left up to the GM and players to actually play the game and communicate in a more OSR way. I'm trying to have some New School in there (you'll notice the trap reaction thing is lifted from AngryGM) and some OSR, playing side by side. (3) Thirdly, to touch on your question [USER=6775557]@HomegrownHydra[/USER] about how is this house better than Passive Perception and your comment [USER=97077]@iserith[/USER] about Perception being used to gate info, it [I]completely removes[/I] the possibility for gating basic information behind Perception whatsoever (active or passive). The GM just gives the information that makes sense. So [USER=7034611]@mamba[/USER] what you said about "isn’t that basically a successful perception check already" is spot on. If it's something that would logically be noticed, they notice it. If it's something that would logically take 10 minutes of searching to find, then it takes 10 minutes. If it's something that requires touching to realize, then that's what it requires. What this does is (a) the GM no longer needs to track Passive Perception, and (b) theoretically would make the flow of the game play a bit faster. I was definitely influenced by the Gumshoe RPG when it came to realizing how much I wanted a different way to handle Perception. (4) Fourthly, while I totally get what you're saying [USER=97077]@iserith[/USER] about players not declaring checks... I'll speak for myself when I say that un-training some players of that habit is like trying to push a broken down Ford F-150 by yourself up a sloped road... at a certain point, I've just found the habit is so entrenched in a segment of players that I'd love to have a way to circumvent it entirely – and that's the fourth thing this house rule is doing with the most common type of check I see players ask for (Perception). I'll be the first to admit that this is a radical change, not just mechanically, but also in terms of the culture or paradigm around the game. That's why I was asking about your reactions to it – trying to get an early pulse on how much pushback this sort of house rule might get. [/QUOTE]
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