RAW, Perception is the only skill that really has a passive, but I have a lot of RP fun with the other passives as a DM.
Passive Acrobatics - how naturally "agile" are you? If you're natural acrobatics is high enough to not trip a trap, you don't even notice it, you're just that light on your feet.
Passive Deception - Your poker face, how well you naturally hide your emotions/motives, without even trying.
Passive Insight - Your BS detector, how quickly you spot shenanigans without even trying.
Passive Performance - Your speaking voice is very melodic, people just enjoy being around you, listening to you talk, kind of like a natural orator.
Passive Animal Handling - Animals just like you, without you even trying. Not hostile ones, it doesn't change anything mechanically, it's just RP.
Passive Intimidation - People simply don't want to cross you, and they don't know why
Passive Persuasion - You're just that charming, people tend to listen when you talk and believe what you say
Passive Stealth - You walk quietly, even when you're not trying. You regularly startle people who had no clue you were there.
Just RP toys, fun stuff to play with.
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Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
As a DM, I tend to do this with ability scores more than skills. e.g:
Someone with a high charisma tends to command the room without rolling, just because they are naturally charismatic.
I'd give a half-orc with a high strength a lower DC to intimidate a goblin (depending on what they're doing to intimidate them), because they look like they could snap them in half.
I like some of your ideas for passive skills though - I think you're right that it should be kept to RP and narrative purposes - but helping players feel like their characters exist outside of dice rolls and skills checks is really important.
I like some of your ideas for passive skills though - I think you're right that it should be kept to RP and narrative purposes - but helping players feel like their characters exist outside of dice rolls and skills checks is really important.
This is precisely why I do it. I often have game sessions that are all RP, no mechanics, so having more flair and color passively really helps keep things alive and makes the characters more than numbers on a piece of paper.
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Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
I'd give a half-orc with a high strength a lower DC to intimidate a goblin (depending on what they're doing to intimidate them), because they look like they could snap them in half.
You could just ask for a Strength (Intimidation) roll.
The charisma example is a good one. We all know someone who is the center of attention even when they are not trying.
I use passive knowledge checks almost exclusively with predetermined DCs, that way I don't run into situations like a PC knowing a fact one time but not knowing it another. Other than that I tend to use passive Perception and Insight as DCs and make my secret doors, traps, etc. roll a Stealth roll vs the PCs passive Perception to see if the PCs notice. I really try to avoid calling for die rolls unless someone / something is actively doing something...the secret door and trap are always actively trying to avoid detection. Some of the other suggestions could be useful once in a while but I really do tend to avoid pointless game elements.
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
I use passive knowledge checks almost exclusively with predetermined DCs, that way I don't run into situations like a PC knowing a fact one time but not knowing it another. Other than that I tend to use passive Perception and Insight as DCs and make my secret doors, traps, etc. roll a Stealth roll vs the PCs passive Perception to see if the PCs notice. I really try to avoid calling for die rolls unless someone / something is actively doing something...the secret door and trap are always actively trying to avoid detection. Some of the other suggestions could be useful once in a while but I really do tend to avoid pointless game elements.
Same. The less calling for rolls we do, the less the players know and the less mechanics are exposed. Plus, it's funny.
The rogue is walking along, looking for traps. They miss the trap, but because their passive acrobatics is so high, they simply don't trigger it. Then the next guy steps on it, triggers the trap, and hilarity ensues :P
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Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
Yeah the way I look at it is that you don't need to roll unless there's a significant chance of failure.
Looking at it this way: if I cook a meal once a day, 7 days a week, and my skill at cooking is maybe a +2 (so not a professional, just able to cook), in 3 weeks (21 days) on average I should 'roll' a 1,2,3,4,5,6....19,20 but unless something goes horribly horribly wrong I don't set my house on fire once every 3 months (natural 1).
Or if there are consequences of failure. Passive stealth is great for RP, but if someone is actively looking for the person they rolls should be used, IMHO.
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Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
Passive scores are also a great tool for setting DOcs. Say your players are exploring an ancient ruin and they state they are being "stealthy" you can have the evil princess roll her perception vs the lowest passive stealth of the party. If she is successful she knows the heroes are coming to rescue the Dragon and set an ambush. On a failure the party gets close enough to discover the princess is near by. Now if they choose to try to sneak up enough to surprise the evil heir to the throne then they have to make a stealth check vs her passive perception, you know because of the pressure and getting all nerves and such. Hey don't judge me, rescuing Smog the vainglorious from the clutches of the wicked Princess Buttercup is scary stuff.
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
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RAW, Perception is the only skill that really has a passive, but I have a lot of RP fun with the other passives as a DM.
Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
I often use just having training for similar things.
You are literally Proficient at the skill.
As a DM, I tend to do this with ability scores more than skills. e.g:
I like some of your ideas for passive skills though - I think you're right that it should be kept to RP and narrative purposes - but helping players feel like their characters exist outside of dice rolls and skills checks is really important.
This is precisely why I do it. I often have game sessions that are all RP, no mechanics, so having more flair and color passively really helps keep things alive and makes the characters more than numbers on a piece of paper.
Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
You could just ask for a Strength (Intimidation) roll.
The charisma example is a good one. We all know someone who is the center of attention even when they are not trying.
I use passive knowledge checks almost exclusively with predetermined DCs, that way I don't run into situations like a PC knowing a fact one time but not knowing it another. Other than that I tend to use passive Perception and Insight as DCs and make my secret doors, traps, etc. roll a Stealth roll vs the PCs passive Perception to see if the PCs notice. I really try to avoid calling for die rolls unless someone / something is actively doing something...the secret door and trap are always actively trying to avoid detection. Some of the other suggestions could be useful once in a while but I really do tend to avoid pointless game elements.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Same. The less calling for rolls we do, the less the players know and the less mechanics are exposed. Plus, it's funny.
The rogue is walking along, looking for traps. They miss the trap, but because their passive acrobatics is so high, they simply don't trigger it. Then the next guy steps on it, triggers the trap, and hilarity ensues :P
Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
Yeah the way I look at it is that you don't need to roll unless there's a significant chance of failure.
Looking at it this way: if I cook a meal once a day, 7 days a week, and my skill at cooking is maybe a +2 (so not a professional, just able to cook), in 3 weeks (21 days) on average I should 'roll' a 1,2,3,4,5,6....19,20 but unless something goes horribly horribly wrong I don't set my house on fire once every 3 months (natural 1).
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Or if there are consequences of failure. Passive stealth is great for RP, but if someone is actively looking for the person they rolls should be used, IMHO.
Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
Passive scores are also a great tool for setting DOcs. Say your players are exploring an ancient ruin and they state they are being "stealthy" you can have the evil princess roll her perception vs the lowest passive stealth of the party. If she is successful she knows the heroes are coming to rescue the Dragon and set an ambush. On a failure the party gets close enough to discover the princess is near by. Now if they choose to try to sneak up enough to surprise the evil heir to the throne then they have to make a stealth check vs her passive perception, you know because of the pressure and getting all nerves and such. Hey don't judge me, rescuing Smog the vainglorious from the clutches of the wicked Princess Buttercup is scary stuff.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!