With the possible exception of combat-related tests, I suspect that perception-type tests are the most common skill tests in RPGs: What do the characters see and when do they see it?
Despite their ubiquity – or perhaps because of it – perception-type tests are surprisingly challenging for many GMs, and the art of their use can be surprisingly contentious, with those choosing to resolve them in one fashion often feeling that those who resolve them using different techniques are heretics who are ruining their campaigns. (No joke.)
Let’s take a moment to further refine our field of study. Perception-type tests, broadly speaking, can be broken down into two categories: Active perception tests (determining what the character notices when they are consciously making an effort to observe) and passive perception tests (determining what a character notices reactively and/or while engaged in other activities).
Of the two, active perception tests tend to pose little challenge or oddity: The player states their intention and method, and then the action is resolved. There may be some fiddling about with hidden vs. open stakes and difficulty numbers, but these tests are fundamentally resolved like most other tasks.
When it comes to passive perception tests, however, things get more complicated, primarily because such checks inherently create significant metagame knowledge (i.e., knowledge that the player possesses which their character does not): The test, after all, is being made to determine whether or not the character is aware of something. But the mere fact that the test is being made in the first place reveals to the player that there is something the character is (at least potentially) unaware of.
This is problematic because:
- Even if the check is successful, the argument can be made that the significant bifurcation of the player’s experience from the character’s experience is non-optimal.
- It deadens the sense of surprise. (A jump scare is less effective if you know it’s coming.)
- It lets players to abuse their metagame knowledge, allowing them to take actions based on the fact that the test was made.
- Even if the player attempts to avoid such abuse, the mere presence of the knowledge can complicate the decision-making process, filling it with an extra burden of doubt and self-analysis. (For example, maybe you would have been extra cautious about that door up ahead even if you weren’t aware that the GM called for a perception test as soon as you saw it… but are you sure? And even if you’re sure, what will your fellow players think of your choices?)
In order to avoid this cluster of problems created by the metagame knowledge of the passive perception test’s existence, GMs have adopted a variety of special procedures for such tests. Let’s take a moment to briefly discuss the major approaches.
THE PLAYER ROLLS
The first approach, of course, is to just resolve passive perception tests by having the player roll them.
PROS: This is usually the way that other skill tests are resolved, so you’re simply being consistent with your methodology.
CONS: The metagame knowledge we just discussed.
THE GM ROLLS
Okay, simple solution: The GM rolls the test in secret.
PROS: The player doesn’t know the test is being made, so there is no metagame knowledge being imparted.
CONS: The GM has to track the pertinent skill ratings for the PCs. This can be difficult to do accurately, particularly if the system features a lot of different perception-type skills or has lots of buffs, equipment, and/or transient character abilities that cause the perception-type skill bonuses to shift around. In many systems it can actually be impossible to do this, as the players will have optional resources or limited use abilities that could affect the outcome of the check.
And even if the GM does execute the checks without error, players tend to have a greater confidence in checks they rolled themselves. “Whaddya mean we got ambushed? Don’t I get a Spot check? Did you remember that I get a +3 versus spotting cyborgs?”
There is also an inherent time cost (one guy making five checks generally takes longer than five people each making a single test) and a potential pacing problem (players actively resolving something are engaged; players waiting for the GM to finish rolling dice behind their screen are not engaged).
VS. STATIC VALUE
Instead of rolling passive perception tests, the PCs’ passive perception is boiled down to a static score which is compared, without a randomizer, to the difficulty of the test.
PROS: This eliminates some of the problems with the GM rolling. Instead of a time cost, this method can actually result in a time savings, which also means that the pacing problems generally don’t crop up.
CONS: Many of the problems, however, remain (such as keeping track of the PCs’ skill ratings).
More importantly, in practice this method effectively turns passive perception tests into pure GM fiat: The GM will obviously quickly learn what the highest passive perception score is in their group, and when they set the target number for a passive perception test they are ultimately just deciding whether it’s higher or lower than the party’s score. There’s nothing inherently wrong with the spectrum of GM fiat, per se, but what you end up with here is this sort of fake mechanic and a bunch of extra bookkeeping which seems to have no real purpose except to camouflage the fiat. If this is the approach you want to take, it seems to me that you’d be better off skipping all the hassle and just embracing the fiat directly.
UNCERTAIN TASKS
As discussed in The Art of Rulings, you could also adopt the uncertain task method described in Traveller 2300. In this method, both the GM and player resolve the test separately, and the combination of those outcomes results in either no truth, some truth, or total truth.
PROS: The method obscures some of the metagame knowledge imparted when the player makes the roll (i.e., they can’t intuit reliably based off their knowledge of what their die roll was). The GM also doesn’t need to track the PCs’ perception scores, because they can just ask for that information as the check happens.
CONS: This resolution method is more time consuming, particularly when you’re dealing with a scenario where everyone in the group is making the passive perception test. Muddling out five different test result comparisons can be laborsome by itself, but the spectrum of potential results can also create a great deal of confusion when different characters getting different results simultaneously. (Maybe you could have everyone roll and then only resolve the uncertain task comparison check with the character who rolled best to determine what the group actually observes?)