Perception Checks (Searching)

By DigitalChicanery, in Star Wars: Edge of the Empire RPG

I have a scene planned where the group will be searching through rubble for clues...

I was initially thinking I'd ask them how hard they were searching, and applying a difficulty based on that.

Easy - Find small clue

Average - Find larger clue

Hard - More important clue

Daunting - The big one

But I've been rethinking this and have moved to the idea of using Advantages to find the harder to locate clues....

A Hard Perception check:

Success - Find small clue

Advantage - Find larger clue

2x Advantage - More important clue

3x Advantage - The big one

Thoughts?

EDIT: I don't know why I didn't think of it (maybe because I haven't actually GM'd/played this system yet) - Obviously, multiple successes should replace the advantages... I'll do both/either.

Edited by DigitalChicanery

If they need to find the clue, don't roll.

The bigger the clue they find, the easier the following investigation will be - Finding nothing just means they start from Square 1.

Not rolling means just handing them information - At that point I might as well have an NPC do it for them, which of course isn't the point.

Your second suggestion is exactly how the written modules handle clue-finding. Success (no matter how many) is basic information. You could fudge that a bit in extreme cases (like when the players whine "...b-b-but 5 successes!..."), but extra information is mostly the purview of Advantages and Triumphs.

I was initially thinking I'd ask them how hard they were searching, and applying a difficulty based on that.

Never ask that question, unless it means the PC has to make a trade off. Players will always say their characters are diligently searching with maximum intensity, unless you give them a reason not to.

And as Poseur suggested, make sure that the player's progress doesn't depend on them finding certain clues.

Yeah, I would never roadblock the group like that. Finding these clues just gives them hints as where to go to next (there are several options, not unlike Under a Black Sun). Finding nothing just means they start looking on their own (and their droid at their Home Base can make suggestions).

The bigger the clue they find, the easier the following investigation will be - Finding nothing just means they start from Square 1.

Not rolling means just handing them information - At that point I might as well have an NPC do it for them, which of course isn't the point.

Your second suggestion of rolls (in your first post) is the better one but as others have said if you really need the PCs to have at least a minimum of information to progress then still have them roll just give them the minimum info even with a fail result. For example no one is going to miss blaster scorch marks on a wall or a smashed window in an office building so there isn't any reason to roll but that may be enough information to let your PCs know they are now involved in a murder. The roll they would make would now be to gain additional clues that will help them find out more.

Edited by FuriousGreg

Depending on the circumstances, time could be a factor.

If they've got a time limit or a limited amount of resources, or they're in a dangerous area, the PCs might need to trade off between doing a simple, quick check versus doing a harder check which takes a long time and could produce better returns.

If your PCs need to find the clue, you could treat the results of the check as though finding the clue is a given. Failure could mean there are unintended side effects to finding it. They could be discovered by the bad guys, they could take so much time finding it that they have less time to act on what they learn, etc.

For me "searching for clues" is common to every RPG

It was really bad when I was running BEyond the rim

Out of 4 players, and an average check, they all failed and missed what was suppose to be an obvious clue

The players set down in a repulsor craft in the lake where the Crash site was. With an average check they failed to notice the Front section. It wasn't until they got tired of searching the engine section and using it's elevation did they see the front section

Listen to Order 66
Episode 32-And Knowing is Half the Battle: Galactic Adventures*Ryloth*-10:27; Knowledge Skills-16:30; Core-20:30; Education-21:20; Lore-23:54; Outer Rim-25:25; Underworld-26:00; Xeno-27:38; Warfare-29:32; Overlap-32:25; Strategic & Tactical Knowledge use-36:30; Skill Monkey(Knowledge)-39:08; Strategic PC vs Player knowledge-49:07; Example-56:08; Strategic Dice Example-1:17:13; Tactical Knowledge use/examples-1:26:53; Tactical dice roll example-1:40:55; Moderator "Moving equipment'-1:56:51; Languages-2:04:05; Planet V Space piloting-2:11:58; Complete Cover-2:16:03; Cinematic duel-2:20:14.

The stuff they talk about with knowledge would work very well for perception stuff.

One thing... if a clue is vital to moving the story forward just give them those clues. the perception checks should be for additional helpful info.

And perception is to notice things already in the environment. Vigilance would be used to notice changes in the environment they are in. IE Perception to notice the tracks on the ground. Vigilance to notice the forest has gone quiet. Likely signifying something disturbing the local animals.

Edited by Daeglan

Something else to remember. Your plan will likely fall to pieces as soon as the PCs start doing something. Every time I have been involved in an investigation in a RPG the PCs never follow the clues the way the GM thinks they will. They will interpret them different than you could ever possibly imagine. I have experienced this from both sides of the GM screen.

For investigation games I am told that the Gumshoe RPG is a really good read. even if your intent is not to use the system. the advice on investigation games is really solid I am told by people whose opinions I trust. Also look up the three clue rule.

And LISTEN to your players theories on what is going on. Take notes. Often times the plots they come up with are far better than what you thought up. Steal their idea and implement it. It will make you look really awesome.

Oh and the plots they come up with will likely be what they view as a really horrible conspiracy or some such. Which will draw them into your plot.