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Yet Another Take on Searching, Passive Perception etc
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<blockquote data-quote="Tony Vargas" data-source="post: 7210947" data-attributes="member: 996"><p>Its a creative exercise - here I go with DMing ART > science, again - you can get better at it with long experience, you can also get jaded or burned out on it, as can your players. </p><p> It's also a matter of communication and shared models. The more you & your players have in common (age, culture, experiences, reading & viewing lists) the more the 'clues' will be properly interpreted by them rather</p><p>than seem obvious or obscure or frustrating. It's really social signaling & bonding, at that point, like hazing pledges, letting them in on the inner mysteries and making frat brothers of them...</p><p></p><p> The other factor to consider is taking away the option of playing that character you want. If a player wants that keen-senses elf or deductive Holmsian type, he's going to be bitterly disappointed with both you and the system if other characters with no such investment in the concept spot/solve everything because they're clued into your fraternity's handshake. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> That's part of the issue with emphasizing player skill in resolution, yes.</p><p></p><p> The point isn't so much that they're deterministic like there's something abhorrent about certainty, as it is that determinations like that are the realm of DM judgement, PP vs DC is just a wasted step.</p><p></p><p> Great for the player that catches on to how you describe the imporimportant bits, and what you consider 'intelligent,' and fine if he's playing Seer Sharpeyes McHolmes ...</p><p></p><p> The game didn't add perception checks because resolution-by-explicit-searching was quick, fun, fair, & consistent. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7210947, member: 996"] Its a creative exercise - here I go with DMing ART > science, again - you can get better at it with long experience, you can also get jaded or burned out on it, as can your players. It's also a matter of communication and shared models. The more you & your players have in common (age, culture, experiences, reading & viewing lists) the more the 'clues' will be properly interpreted by them rather than seem obvious or obscure or frustrating. It's really social signaling & bonding, at that point, like hazing pledges, letting them in on the inner mysteries and making frat brothers of them... The other factor to consider is taking away the option of playing that character you want. If a player wants that keen-senses elf or deductive Holmsian type, he's going to be bitterly disappointed with both you and the system if other characters with no such investment in the concept spot/solve everything because they're clued into your fraternity's handshake. ;) That's part of the issue with emphasizing player skill in resolution, yes. The point isn't so much that they're deterministic like there's something abhorrent about certainty, as it is that determinations like that are the realm of DM judgement, PP vs DC is just a wasted step. Great for the player that catches on to how you describe the imporimportant bits, and what you consider 'intelligent,' and fine if he's playing Seer Sharpeyes McHolmes ... The game didn't add perception checks because resolution-by-explicit-searching was quick, fun, fair, & consistent. ;) [/QUOTE]
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