This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
I made an observation a while back that in a lot of tabletop RPGs a very large number of the dice rolls outside of combat are some flavor of perception. Roll to notice a wacky thing. And most of the time these just act as an unnecessary barrier to interesting bits of detail about the world that the GM came up with. The medium of a tabletop role playing game already means that you the player are getting less information about your surroundings than the character would, you can't see the world and can only have it described to you. The idea of further limiting this seems absurd to me. So, I made by role playing game without a perception roll mechanic of any kind.
I do have some stats that overlap with the purpose of perception in other games. The most notable one is Caution, which is a stat that is rolled for in cases where characters have a chance to spot danger early such as a trap or an enemy hidden behind the corner. They are getting this information regardless, itβs just a matter of how. That is a very useful use case, which is why my game still has it. And if I really need to roll to see if a player spots something, there is typically another relevant skill I can use. Survival check for tracking footprints, Engineering check to see if a ship has hidden weapons, Science check to notice the way that the blood splatters contradict the witness's story, Hacking check to spot a security vulnerability in a fortress, and so on.
Beyond that, I tend to lean in the direction of letting players perceive everything around them perfectly even if the average person wouldn't notice it IRL. If an environmental detail is plot relevant or interesting in any way, just tell them. Plot relevant stuff needs to be communicated anyway, and interesting details are mostly flavor.
This whole experiment has not been without its "oh shit, I have no stat to roll for this" moments. But overall, I do like this and I'd suggest some of you try it if most of the dice rolls you find yourselves doing are some flavor of perception.
Subreddit
Post Details
- Posted
- 6 months ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/RPGdesign/c...
I think it's a good symbol of how Dragonbane is very much a middle ground game between Trad and OSR where there's a bit that says "players notice something by describing they're looking in the right place or by making a successful roll". So if a player says they want to inspect the statue, they'll notice the scratches on the floor, but if they don't, you can still roll to give them the info "for free".
But overall I think it's always better to err in favour of giving more info than they need. I like one of the Principles at the start of Cairn, which says you should always telegraph danger, and the bigger the danger, the stronger it should be telegraphed.