• MouseKeyboard@ttrpg.network
    9·
    11 hours ago

    Remember, total darkness is -5 to passive perception even if you have darkvision.

      • MouseKeyboard@ttrpg.network
        4·
        2 hours ago

        Because without darkvision you automatically fail (and get hit by advantage/disadvantage for unseen attacker/target).

  • Troy@lemmy.ca
    22·
    20 hours ago

    I ask this, or for their stealth modifiers, and then roll behind the screen just to fuck with them sometimes. But it’s actually quite useful. I do this once in a while and it trains them not to overreact (and assume ambush) when I ask them for realzies.

    • jjjalljs@ttrpg.network
      33·
      19 hours ago

      On player training, I like systems where you can bribe players to let bad things happen.

      Like in vampire: the requiem, a player can always turn a regular failure into a Dramatic Failure, and get a little XP. This meant the players went from “oh no the cave is probably full of monsters let’s take forever stressing” to “I ROLLED GARBAGE CAN I JUST BARGE IN LIKE A CONFIDENT IDIOT FOR MY DRAMATIC FAILURE?”

      Tastes vary, but I found it made a more interesting and snappier game.

      • caseyweederman@lemmy.ca
        6·
        5 hours ago

        Like the Fate system!
        I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there’s a trap there.
        “Are there any traps there?” “You tell me.”

        • jjjalljs@ttrpg.network
          2·
          2 hours ago

          Yes! I usually take any opportunity to gush about Fate but I restrained myself here

          The main weakness of Fate is you need more engaged players. Stuff like DND can mostly hum along with passive players, but Fate falls really flat if people aren’t engaging with it.