Over on his blog, @vinegarymink has posted about Failing Forward – ensuring that failed challenges are just as fun as successful ones. Half way through playing a game of Pendragon (played ‘straight’ and devoid of indie pretentions – and a fantastic game, don’t get me wrong) this week, a realisation came to me somewhere around our fifth Awareness check. Perception is a bit rubbish. It’s a ubiquitous skill in all trad systems, and one of the hardest to “fail forward” with. It’s usually quite hard to fail at all with it, which is why I think it often leaves me frustrated as a GM. I’m going to go through some of the issues with it, and then suggest some hacks that can overcome them.
- If it’s something the group could notice, only one player needs to notice, and they tell the others. Having everyone roll makes a group perception check trivially easy – the probabilities of just one person having to pass make them super generous. If you’ve got a 50% chance to pass the check, with the 4 players you’ve got a whopping 94% chance of at least somebody noticing – and with something harder, with a 25% chance to notice, its still at 68%.
- Failure is usually crap. “You don’t notice anything” creates a disconnect, because by asking for the roll, the player most certainly knows there’s something to notice. D&D5e tries to solve that with Passive Perception scores, but that’s crap too – bounded accuracy means that they have a really tight range, and they concentrate the first problem – the cleric’s going to notice and tell everyone.
- Clue restriction is rubbish. If there’s something to notice, we should want our players to notice it. When you’re negotiating with the Romulan Captain, I want my players to notice that she’s stalling for time – and even if they fail, because of the point above they know there’s something off about her.
So, how can we fix that? Here’s a few techniques.
Have Failure Consequences, or Don’t Roll
For every Perception check you call, have a clear idea of a non-restrictive consequence of failure. This is good advice for every skill check – see Alex’s blog post for more ideas – but especially important for Perception, because its failure consequences are so often not-fun. If you can’t think of a consequence for failure – don’t call for the check, and just tell them.
Have Success Benefits, or Don’t Roll
Equally, instead of just telling the players if you have a Perception check you can’t think of a cool failure condition, give them a benefit for passing instead. Maybe you accept that everyone is going to notice the bandits planning to ambush you – but if you make the check, you know which of them has decent armour under his grimy cloak, or also see the hidden archers in the trees covering the road, or you see a weak spot in the wyvern’s hide from a previous skirmish (maybe enough to make a called shot bypass some of it’s armour).
You Can’t Roll if You’re Talking/Acting
One way around the group check problem is to suggest that if you are taking action, you’re not as able to notice stuff. The players who aren’t active in the scene are the only ones that get to roll. This makes the check have closer to normal probabilities, and has the additional benefit of sharing the spotlight in a cool in-game way. Just ask any players who aren’t directly interacting with the events in play to make, as they hang back and observe.
Use it For Initiative
One of the issues with Perception checks to notice enemies trying to ambush you is that the consequences of a surprise round in most games can be enormous (notably, 13th Age avoids this, making them just inconvenient –but not entirely unbalancing). Instead, make Initiative the result of a Perception check in these circumstances. Maybe the ambushers get to roll Stealth instead, as well, for their score? There’s another blog post in my head about how initiative is also often rubbish, though, so I might come back to this.
Use it To Bank Resources
I’m running Star Trek Adventures, the 2d20 game from Modiphius at the moment, and it is (like Conan, which I posted about here) heavy on resource management. Players want to get as much Group Momentum banked early in the session, so they can spend it on extra dice for checks. The best way to get this in STA at the start of the session? Scan the planet from the ship. It’s probably low difficulty, so you can get some Momentum banked for future skill checks. In some ways, this is like designating a Success Benefit, but it fits nicely into the balance of the system. It’s accepted that there will be some easy skill checks, often for things like noticing stuff, but they have some game impact through the meta-currency of the system.
Likewise, in Fate, you can offer a Fate Point Compel to miss something – to not even make a check, and have a failure consequence ready for them. In my experience, most players will do anything for a Fate point, and it’s very likely they’ll have an Aspect you can use to get this. Other systems will have their own solutions, I’m sure.
Just Ditch It
One way to force yourself out of the habit of asking for Perception checks – just remove the skill. If it’s important enough that the players need to notice something, tell them. If it’s one of the few circumstances where failure or success can be interesting, just pick another skill relevant to the context. Ambush in the Forest? Roll Nature to notice the absence of usual sounds. Trap in an ancient tomb? Sounds like a History check, or maybe a Thieves’ Tools check to notice and disarm in one roll before it triggers.
So, a selection of ways to hack perception to make it less rubbish. Are there any more techniques that you’ve used to improve it? Any games that do it particularly well? Let me know in the comments, or get me on twitter @milnermaths.