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Passive Notice ... a la D&D4E's Passive Perception?

 
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luisto
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PostPosted: Fri Jan 16, 2009 1:06 am    Post subject: Passive Notice ... a la D&D4E's Passive Perception? Reply with quote

I'm just returning from my weekly D&D4E game (I GM in Savage Worlds, but when I'm a player I get to play in whatever the group decides Confused ), and I was thinking about how convenient this concept of Passive Perception is.

Basically when a player has the Perception Skill (kinda like SW's Notice Skill) he not only gets a bonus to his "active" perception rolls, but he also gets a "Passive Perception" score automatically calculated (kinda like SW's Toughness and Parry, which depend on Vigor and Fighting, respectively). This way the DM does not have to ask players every so often to "roll perception" and (1) slow down the game; (2) hint that there might be something to be perceptive about. Instead, the DM periodically checks the Passive Perception score against the appropriate Difficulty Modifier, and informs a player that passes that test that he/she "sees something." If a player wants to roll a perception check, he still can.

Could this be done in SW? Would it have any benefit similar to the one it has in D&D4E? I was thinking that having one-half Notice +2 be the "Passive Notice" (like Parry) would give this result, and speed up the game; but we'd be missing on the added probability of Aces.

Any comments?

Luis
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Lord Skudley
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PostPosted: Fri Jan 16, 2009 1:51 am    Post subject: Reply with quote

I've been playing around with this concept for some time. I've come to the conclusion that the best option for Passive Notice is 1/2 the die type, that way it doesn't give an overwhelming advantage to those who don't roll {this also only offers a success to those who have a d8 or better in the skill}. In any situation where the PC's don't feel life threatened I use their Passive Notice. If at anytime they go on "Alert" then they roll for it, taking the best result.

I just recently stole an Idea from Lord Lance:
Lord Lance wrote:
often in my games I use a feature called "Privilege of the Class". So, when there's a Notice Roll coming up, to spot some enemy hidden in the wood, or a strange tree conformation, I ask only the "Scout" character, and eventually the "Druid" character in the group to make a roll, 'cause they are the only ones capable to discern the details in the wilderness surrounding.
Same thing, reversed: if a low class citizen is lying to the group, I only ask the notice roll at the "Noble" and the "Thief" character to make the roll: they have advantages to discern the details in the human behaviors, 'cause the live a lot of time in contact of other people.

After giving the Privilegiated Classes the chances to shine in the story (eventually rerolling with bennies if they fail and they don't want to take this shame), sometime I offer to the other classes a roll, to give the party a "second wind".

It's like a "Common Knowledge", applied to all the skills, and it's a very nice feature, 'cause the players see their PGs shining when is "natural" and "best fitted" that they should shine. It's like in the movies, when you see the scout spotting the enemies, the warrior running first in melee, and the mage catching the solution of the riddle...

{See this Thread}

I now give the "Privileged" classes their chance to shine, if they fail all others get their Passive Notice.

That's just my two cents worth...


EDIT: You can also add Passive Stealth for when the PC's {or NPC's for that matter} arn't really trying.
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Lord Lance
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PostPosted: Fri Jan 16, 2009 4:07 am    Post subject: Reply with quote

Well, SW gives to us in the main rules this "passive perception", in stealth rules... Simply use a flat 4 as difficulty for the enemies stealth rolls VS the group if it's in a unthreatened situation. FFF!
However, if you simply want a character notice some details without the player keep asking for a perception roll, simply take the best "scout" character, elect him "privilegiated class", and when you want he notice something, simply tell "You noticed something!!!" Mr. Green Mr. Green
Of course he will pass the "passive perception", because you, the Master, set a "fake" difficulty that, obviously, is lower than any "passive perception" value that the character could have...
So, I see no points to have a P.P. value. Very Happy
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jamused
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PostPosted: Fri Jan 16, 2009 10:55 am    Post subject: Reply with quote

Making those kind of rolls is what a GM screen is for. Wink

I guess I'm not really seeing the value in an added mechanic. If you wanted to have certain things that would automatically be noticed, but only if somebody in the party has sufficient skill, why not just note "Will be noticed by anybody with a d6 (d8, whatever) or more in Notice." If nobody does, then you roll.

The problem I see with Passive Notice is that to make it work, you have to redefine Notice as only applying when the players announce they're actively looking for something. Otherwise the players with lower Notice rolls will likely complain, with justification, that if it was automatic for Mr d8, they should have had some chance of Noticing whatever it was, even if it required an Ace. That's likely to slow down the game, since now the players are going to be announcing attempts to Notice all the time to get back to the level of being able to be aware of their surroundings that the Core rules gave them.
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sulfurdown
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PostPosted: Fri Jan 16, 2009 1:43 pm    Post subject: Reply with quote

I always took from systems that had notice-type skills that the GM would just keep track of the character's skill level and make discrete checks without having the player notice it. Why not just check the skill instead of turning it around to be a number checked against? Both still require the GM to actively track the character skills, one just doesn't add more mechanics. If the check passes, let the player roll for detail.

jamused wrote:
If you wanted to have certain things that would automatically be noticed, but only if somebody in the party has sufficient skill, why not just note "Will be noticed by anybody with a d6 (d8, whatever) or more in Notice." If nobody does, then you roll.
I kind of like the idea of combining this with a general knowledge/privilege modifier. Maybe your Woodsman has a Notice d4 and in the woods gets a bonus value for being in his native environment to simply catch a glimpse. Then let the player roll the details. It means the GM isn't rolling dice to draw unwarranted attention and lets the players keep rolling their dice!
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Red Mercy
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PostPosted: Fri Jan 16, 2009 2:05 pm    Post subject: Reply with quote

I've also wondered about the same thing for certain strength checks. For example, when a player is trying to, say, push a rock or something. There's really no degree of randomness involved here. He (or she) is going to push at that rock with all of his effort. So why not just say "a character with d6 (for example) in strength can move it."?
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Clint
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PostPosted: Fri Jan 16, 2009 2:14 pm    Post subject: Reply with quote

Red Mercy wrote:
I've also wondered about the same thing for certain strength checks.


Might check out this thread...

http://www.peginc.com/forum/viewtopic.php?t=21257
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jalinde
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PostPosted: Sat Jan 17, 2009 1:11 am    Post subject: Reply with quote

Some GMs also have everyone at the table roll a Notice check (or few) at the top of the session and record the results. First "passive perception" test is taken against these numbers, with success or failure noted as normal. If you have them roll extras, scratch them off and move down the list.

Of course, if you need a detail to come to your players, you tell them, right? If failure is uninteresting or success is status quo, why are they rolling?
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Yuri
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PostPosted: Sat Jan 17, 2009 9:08 am    Post subject: Reply with quote

jamused wrote:
Making those kind of rolls is what a GM screen is for. Wink


A Game Screen? What are those? Very Happy


Y
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Red Mercy
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PostPosted: Sun Jan 18, 2009 1:17 am    Post subject: Reply with quote

Clint wrote:


Might check out this thread...


Hm, good advice. What was the movie quoted in that thread? About sneak attacking books?
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Lord Lance
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PostPosted: Sun Jan 18, 2009 3:02 am    Post subject: Reply with quote

Red Mercy wrote:
I've also wondered about the same thing for certain strength checks. For example, when a player is trying to, say, push a rock or something. There's really no degree of randomness involved here. He (or she) is going to push at that rock with all of his effort. So why not just say "a character with d6 (for example) in strength can move it."?

You should have some "random" success degree, with a roll. Rock example:
- good roll: rock moved
- bad roll: rock moved, 1 fatigue acquired
- botch: rock still stand, 1 fatigue acquired

We have to remember this is a roleplay game, but in the same time it's like a videogame, so the players usually like to roll, and to see hot their rolls influenced the story telling. Wink
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Clint
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PostPosted: Sun Jan 18, 2009 3:43 pm    Post subject: Reply with quote

Red Mercy wrote:
Hm, good advice. What was the movie quoted in that thread? About sneak attacking books?


The Gamers: Dorkness Rising
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Red Mercy
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PostPosted: Mon Jan 19, 2009 7:45 pm    Post subject: Reply with quote

I watched the first one. Very funny. But you know, there were times when they hit the nail on the head just a little *too* closely.
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