• Courtney Barkley

Keeping an Eye Out: Passive vs. Active Perception in D&D

It's important to know what's going on around you, especially so when you're in potentially dangerous situations like our player characters so often are. However, Dungeons and Dragons is generally not a visual medium; despite some Dungeon Masters (we call them Quest Masters) making impressive maps and players making an effort to listen to their Quest Master(QM) and each other, we can't actually hear what's happening around the characters. That's why perception is such a vital mechanic to understand.

Understanding Perception

Before we dive too deep into when passive and active perception are best used, I want to cover what perception is. Most people tend to think of a perception check as taking a look around, but that's not entirely accurate, not least of all because perception is not just visual.

Perception is not when your character takes a purposeful look around -- that's more likely to fall under an investigation check. Instead, a perception check is what your character naturally notices as they're going about whatever they are doing, whether that's fighting in a major battle or just walking through the woods.

Perception is also not just what you see. Yes, vision plays a large part in how you take in the world around you, but your perception could be any of the five senses -- you could smell smoke on the air, taste something funny in your drink, hear wind chimes in the distance, or notice the ground feeling oddly soft beneath your feet.

Passive or Active?

Here's what many people don't understand: as far as in-game, in-character, there is no difference between passive and active perception. Because perception is a 'passive' ability and not something you stop and do, there is no difference as far as your character is concerned. The only difference is in how your QM determines what each character notices.

Passive perception is based on the average roll, so it is always 10 plus your perception bonus. For example, if you have a perception of +3, your passive perception is 13. This should be used as what many call the 'ground level.’ That is, this will always be your character's minimum perception score.

Active perception is when the QM gives the party a chance to roll better than their passive perception, or their minimum. If your ground-level, or passive perception, is already high enough to beat the DC, the QM may not make you roll at all. That said, some Quest Masters choose to let every party member roll almost every time; this is for the chance to roll a natural 20 (in which case you might notice something extra not included in the original skill check) or a natural 1 (which, depending on house rules, may just mean the QM ignores the passive score and decides your character is too distracted at that particular moment to notice anything).

However, outside of those extenuating circumstances, you will never need to worry about rolling lower on a perception check than your passive perception score. You always have that baseline, or 'ground level' to fall back on.

The Quest Master's Toolbox

Another big part of passive perception is that it gives the QM a tool to help aid in the immersion of the players in the game. Sometimes you don't want to have to stop in the middle of an excellent narration to ask the party to roll perception checks. With passive perception, you don't have to.

Instead, you can give your beautiful monologue, then turn to the character(s) whose passive perception scores indicate that they would notice whatever tidbit you're hoping to drop them and tell them what they perceive. This can make for a much smoother transition from narration to role-playing than you would have if you stopped to let everyone roll.

Perceiving the RP

Knowing the difference between active and passive perception can help you understand more fully how your character is interacting with the world around them. After all, a character with a passive perception of 9 is going to be a lot more oblivious to the world at large than one with a total passive perception of 16.

As an example, in one of my campaigns I play a bard with a -3; yes, -3 to his perception, making his passive perception a whopping 7. I bring this into role-playing by having him be utterly oblivious to some of the things happening around him. Some of that is literal, such as overlooking a helping hand held out to him and trying to make a dexterity check without assistance, while other times it might just be him missing some incredibly obvious sarcasm and taking everything that's said as completely serious.

Passive perception is a handy tool to take advantage of, as long as you know how to use it correctly. As a QM, knowing your players' passive perception can help you maintain narrative cohesiveness and keep the story moving along. As a player, it can give you a 'safety net' of sorts when you roll especially low on perception checks, as well as give you some indicators on how to role-play your character.

Perception checks are so commonplace that it's easy to overlook their importance in the game, but what you notice can easily make or break some encounters. Do you recall a time when noticing something saved your party, or worse, when not perceiving something had a significant impact on your party's story?


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