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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Ovinomancer" data-source="post: 8384261" data-attributes="member: 16814"><p>It is not, and the rules you've quoted do not say this. A passive score is either a repeated task or it's a tool for the GM to secretly check the results of an action.</p><p></p><p>I assume passive values are in use when the players have their characters doing things that require either evaluating a repeated use of a skill or if I need to secretly check how successful the PCs are at a thing they are doing -- just as the rule suggests. What you're doing here is taking the other statement from the rules that says that PCs are generally assumed to be staying alert to danger when in dangerous places, which establishes a default of attempting to perceive danger, as an always on things. It's not, it's a default. If the player declares a different action that would conflict, then they are no longer paying attention for danger. This is actually covered in a number of examples in the rules -- doing any of the other travel tasks other than keeping watch while traveling is automatically disadvantage on perception checks. There's space there for some actions that aren't on that list to deny perception checks altogether. This is part and parcel of the rules.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8384261, member: 16814"] It is not, and the rules you've quoted do not say this. A passive score is either a repeated task or it's a tool for the GM to secretly check the results of an action. I assume passive values are in use when the players have their characters doing things that require either evaluating a repeated use of a skill or if I need to secretly check how successful the PCs are at a thing they are doing -- just as the rule suggests. What you're doing here is taking the other statement from the rules that says that PCs are generally assumed to be staying alert to danger when in dangerous places, which establishes a default of attempting to perceive danger, as an always on things. It's not, it's a default. If the player declares a different action that would conflict, then they are no longer paying attention for danger. This is actually covered in a number of examples in the rules -- doing any of the other travel tasks other than keeping watch while traveling is automatically disadvantage on perception checks. There's space there for some actions that aren't on that list to deny perception checks altogether. This is part and parcel of the rules. [/QUOTE]
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