Chris Sun Mar 29, 2020 1:56 pm
whit10 wrote:done
thanks, I got it in my character sheet area, so no need to post everytime now
and just so we are all on the same page....
DMG p.103
Use the characters' passive Wisdom (Perception) scores to determine whether anyone in the party notices a secret door without actively searching for it. Characters can also find a secret door by actively searching the location where the door is hidden and succeeding on a Wisdom (Perception) check. To set an appropriate DC for the check, see chapter 8.So what's the effective difference?
Passive Perception
This means that the character has to be in the square tile NEXT to the secret door to have a PP chance to spot it.
Active Perception - you can roll your Perception score, so a chance to score higher than your PP score and you can say something like, "I search the bookcase" or "I search around the throne" or "I search the sarcophagus"
this means that you are assumed to move around in that area and search for things and doesn't worry about your precise location
what's the difference between Perception (WIS) and Investigation (INT)?
in general, perception tells you something is there, while investigation tells you how it operates
for example: as you walk down the hallway, Tynman notices that something looks odd about the wall (PP beats secret door DC). he suspects it is a secret door!
However, Tynman doesn't know how to open it yet.
Blue Avenger rolls investigation and finds the sconce on the far wall is a lever to open it.
Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. To explain further... Investigation is based on Intelligence, so that means logic and deduction based on the clues you noticed (Wis\Perception)
also, just to be transparent, note the following:
Working Together
Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In Combat, this requires the Help action.
A character can only provide help if the task is one that he or she could attempt alone.
pg 183
Vision and Light
The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few— rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured.
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full m oon might bathe the land in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.Any questions?