| Zhayne |
I tell them everything that is in plain sight without a roll, as well as anything in plain sight that they expressly look at. Perception rolls, to me, are for finding things that are actually hidden or concealed.
For example ... they search a desk. They automatically find anything on the desk, under the desk, or in the drawers. They roll straight Perception to see if they find the false back on one of the drawers.
I mostly do this from past experience with GMs who called for perception checks in stupid circumstances. "Roll perception ... okay, you spot the ancient red dragon blocking the road 50' ahead."
| Cerberus Seven |
Zhyane's approach works best for numerous reasons: simplicity, fairness, and definitely story-telling purposes. Making things in the environment immediately noticeable helps establish the setting and mood. If you do it well enough, you can call for Perception checks to notice hidden details, but they won't necessarily be able to guess (out-of-character even) what it is they missed if they flub the skill check. For example: "old room with mounds of dust and copious cobwebs amongst the darkened rafters overhead; a light breeze seems to stir both dust and webs at times." Now, if they fail the perception check, should they be thinking there's something under the dust, like a monster? Or trigger for a trap? Maybe something hidden in the rafters? Does the wind carry warning sounds of some type that they simply weren't alert enough to hear? Make your players paranoid, it's fun.
Also, keep in mind that while Pathfinder consolidated Spot (visual ranged), Listen (aural in general), and Search (visual closed-up) checks from 3.5, the game still does differentiate at times between Perception checks to notice sights and checks to notice sounds. Some magic items and only aid or hinder one type or the other. You can have a lot of fun with that.
Lastly, and this probably goes without saying but whatever, check out the details on the actual Perception skill. Most notable bit you'll want to keep in mind: -1 to the player character's check per each full 10 feet away they are from the hidden thing.
Lincoln Hills
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And - even more often forgotten by GMs, I fear - remember that enemies suffer that -1 per 10 feet as well. A rogue sneaking by 45' from a monster (that does not have tremorsense or some-such) requires the monster to not just meet the rogue's Stealth check but beat it by 4.
I can't emphasize that one enough. I've sat at too many tables where the monsters had Kryptonian levels of sensory acuity. Given enough range, even the paladin can sneak by monsters.