Quickleaf
Legend
Would you ever play in a 5e game where Perception is no longer a skill that you actively use, but instead it is a Saving Throw vs. hidden threats that helps you either (a) avoid being surprised during an ambush, or (b) notice a trap going off at the last minute to allow you a reaction before it catches you?
The idea being that the GM would just share details like "this torch sconce appears to be canted at an unusual angle compared to the others" or "there are slight scratches in an arc at the base of the brick wall" without ever conferring with Passive Perception nor asking for a Perception check. Would that be an enjoyable style for you to play 5e? Would you feel like something was missing? Are there other "domino effect" rules you'd need to see before deciding?
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I'm heavily house-ruling my next D&D game, putting together my house rules document at last (put this off for years), and I've just never liked the way "rolling to notice secret doors" / "can I make a Perception check" / traps in general play at the table when run RAW. I've always experienced a disconnect in that moment between the flow of the game and what the rules tell me.
The idea being that the GM would just share details like "this torch sconce appears to be canted at an unusual angle compared to the others" or "there are slight scratches in an arc at the base of the brick wall" without ever conferring with Passive Perception nor asking for a Perception check. Would that be an enjoyable style for you to play 5e? Would you feel like something was missing? Are there other "domino effect" rules you'd need to see before deciding?
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I'm heavily house-ruling my next D&D game, putting together my house rules document at last (put this off for years), and I've just never liked the way "rolling to notice secret doors" / "can I make a Perception check" / traps in general play at the table when run RAW. I've always experienced a disconnect in that moment between the flow of the game and what the rules tell me.