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Sabine V's avatar

Hi, I do play ttrpgs, and I use Perception checks as a GM; usually to figure out how the action will go forward, and how to present information.

The problem with them only exists if the forward momentum of the narration depends on the outcome of said checks, but I think that's not a problem for my group or me as a GM. I can usually find a reason to give them enough information to go on; and failures don't need to be empty rolls - on a miss, you can mislead the players with erroneous impressions, or just create a bit of information that reinforces the mood or the setting.

Quick anecdote: One of my players missed a Perception check last time we played, and I told him that his character had been a little distracted by a folding screen that seemed to be from her homeland of China (not a common item in medieval Syria). My player really appreciated that, because while the information was not particularly useful, it was of interest to his character.

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misha's avatar

I love this description of what perception checks can do. I'm a fan of DnD, and I also am a devoted player of indie TTRPGs, and I get a little annoyed when people critique game systems based on what a bad GM could do. In any system, a bad GM could make you roll for something and then trick you or betray you if you fail. GMs have the power to be dicks in general. But that's not the fault of a perception check or other mechanic.

As a player, I also think failing provides a chance to tell a story. Why did my normally observant monk not notice something? In fact, why does he have such a good passive perception and such a mediocre perception skill modifier? Mechanically, it's because I took the Observant feat. In the story, though, it's a seeming contradiction that actually tells a good bit about his personality: he's constantly taking everything in, hence good passive perception, but he can't filter all of that out when he's looking for something specific, hence mediocre active perception.

A lot of the mechanics that people like to critique work fine if you have a good GM and/or players who are willing to let the dice tell part of the story.

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