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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Ovinomancer" data-source="post: 8383794" data-attributes="member: 16814"><p>Passive perception is due to repeated actions -- it's the average value of multiple checks. It's not an innate ability to see things, but rather the result of a continuous action declared by the player for the PC. "I'm watching for traps," is the declared action, which you are resolving with passive perception. This can be improved by the player in myriad ways, and they are likely to do so because the situation is one in which traps are expected, so maybe they have a light source instead of relying on darkvision. </p><p></p><p>The vista example is one where the vista is suddenly announced by the GM, and then perception checks are asked for, which is the GM assuming the action and declaring it for the players, and then the results of the check is whether or not you reveal something more than you already were. There's no action declaration here from the player -- the GM is really just puppeting the PCs to flip over the next card in the Candyland deck and see if they get stuck in the gumdrop swamp or get to take the shortcut closer to the finish. The only thing being resolved here is what the GM thinks. No player input is at all necessary for this to play out -- they might as well be looking at their phones.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8383794, member: 16814"] Passive perception is due to repeated actions -- it's the average value of multiple checks. It's not an innate ability to see things, but rather the result of a continuous action declared by the player for the PC. "I'm watching for traps," is the declared action, which you are resolving with passive perception. This can be improved by the player in myriad ways, and they are likely to do so because the situation is one in which traps are expected, so maybe they have a light source instead of relying on darkvision. The vista example is one where the vista is suddenly announced by the GM, and then perception checks are asked for, which is the GM assuming the action and declaring it for the players, and then the results of the check is whether or not you reveal something more than you already were. There's no action declaration here from the player -- the GM is really just puppeting the PCs to flip over the next card in the Candyland deck and see if they get stuck in the gumdrop swamp or get to take the shortcut closer to the finish. The only thing being resolved here is what the GM thinks. No player input is at all necessary for this to play out -- they might as well be looking at their phones. [/QUOTE]
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