Originally Posted by Sardaukar123
was wondering if it would be a good idea to allow perception checks to be reset after a long rest.

for example, sometimes you pass by an area where there is a perception check, and all 4 party members fail. Thing is, if they all fail, the check is lost forever. But maybe you can give players to keep trying after long rest so it wouldn't be gone forever.

I’ll admit this does seem to make sense! I think I’d see it as “cheating” in my own playthroughs to go back to a spot where I’d failed a check the previous day specifically to try again, given that my characters wouldn’t generally know that they’d failed to notice something. But if the characters to happen to be back somewhere (eg walking down a path where there’s a hidden chest) then surely they might happen to notice something they’d missed before.

Originally Posted by Sardaukar123
another idea, is that usually perception checks can be made easier to spot with things like guidance but the issue is that there is no telling where a check is gonna happen unless you know previously. maybe if you can make it like the reaction system where if a perception check happens, you can choose to apply guidance or other spells that help with that as a form of "reaction" or something similar if you get my drift.

I do agree that the game makes it hard to keep guidance active, given how easy it is to break concentration (as per another active thread). I don’t think I’d be in favour of something that interrupted the experience of exploring but I wonder if you’re right that the reaction system now implemented opens up options to potentially either prompt players to apply guidance if there’s an upcoming check or else auto-applies it to characters who have the spell if they’re not currently concentrating on something else, or something like that.


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