| silverhair2008 |
Today was the first real try of the PRPG rules in our Expedition to Undermountain campaign. Our basic party consisted of a Halfling Rogue, a Human Fighter, a Dwarf Cleric, and a Half-orc Sorcerer. We started at first level.
The first thing we noticed was the perception skill. With the five basic senses we came to the idea that the players would have to tell the DM what sense they were using so he would know what DC to use. Also, while in 3.5 PC's would usually do Spot and Listen checks, now the player has to specify what sense he is using. Perhaps we are wrong but that was our impression.
More to follow after I have some time to consider what happened in game.
| silverhair2008 |
One reason I am having trouble with the Perception skill is that I don't particularly like asking my players for a "spot" or a "listen" check. To my way of thinking that just gives them a "heads up something might be coming this way". I have heard of other DM's asking for those checks when nothing was going to happen just to keep the players off balance. That seems kind of chickens**t to me.
I don't have any ideas of how to correct this apparent problem right now. If anyone else has an opinion I am willing to listen. Long life everyone.
Aerthos
|
One thing that's always worked for me is to roll those checks yourself. Only have the players roll the Listen/Spot/Perception check when they are actively using the skill. If you're just checking to see which of the PCs hear the kobold sneaking down the tunnel, roll that yourself.
Sure, they can see that you're rolling dice. But they don't know why.
Tom Carpenter
|
I don't have any ideas of how to correct this apparent problem right now. If anyone else has an opinion I am willing to listen. Long life everyone.
I would have the players roll 10 d20's and note them on a card along
with their modifiers for perception and sense motive. That way thereis no die rolling to tip off players when something is happenning
until you let them know about it.
Include the PC's name and initiative modifier (plus anything specific
to the mod - deity, organization/guilds, race etc) and you have
instant initiative cards to keep track of combat order.
Hope that might help.
Tom
| tergiver |
You could also write down the party's Perception numbers if they take 10, and then roll the bad guy Stealth against that.
Using this rule for Search, I mean Perception, checks speeds up dungeon crawls because the rogue isn't always rolling checks for traps.
On the other hand, Jeff Wilder split Perception into Observe (Int-based) and Notice (Wis-based).