Perception-Roll Sickness.Partially answered there.
One of my main theories is that the perception skill is used in a very unimaginative way by most GMs.
Not because they can't do otherwise, but just because it's easier. And bad storytellers love lazy.
I never delved too much into rpg-theory (since it's the same thing as narratology, only more simplified), but the attitude and thought process of designing a Perception skill has to be reworked in most games I've played, including DS4. Just some weeks ago I found myself playing the Dragon Age RPG, and again the first skill check demanded by the GM was (of course) a Perception check. It is rather annoying, and this phenomenon seems to stay persistent over decades. For me, it's really an indicator for poor rules design.
Speaking of rules design: It is hard to argue a system is not supposed to lay its emphasis on dungeoncrawls when a skill such as Perception is specifically triggered/required by most traps encountered in dungeons. You could argue that a game that puts its emphasis on character interaction (in terms of dialogue) would rather use skills such as empathy, psychology (etc) to perceive specific features in the other character. Such skills are almost never required in most fantasy pnp rpgs, which makes them much more twodimensional than most people would admit. In a fantasy boardgame such as Descent 2 a perception skill (among only 4 'attributes' in total) is totally fine. The game narrows itself down to skirmish-combat/dungeoncrawling and never claims to offer mechanics for free character/role play. Its just mechanic A (perception) to counter/battle mechanic B (trap cards). In a pnp rpg, however, such a restriction is seriously the worst thing one could support.
Ironically enough, most people advertise pnp rpgs as "games only restricted by your imagination". Yeah, right. Perception concepts in most pnp rpg games prove how limited that imagination must be, and in fact, even if some games suggests to use perception in (a slightly) different fashion (see: Dragon Age RPG), poor GMs will always fall back to bad habits and ignore the advice.
Concluding this boring monologue, I would suggest an alternate perception concept for DS5. Two to three questions/angles need to be considered: The "when", "what" and "why". By When I mean that the Perception skill should never be rolled as a reaction, but rather offered by players when they want to perceive/investigate something they assume to be there. This has to be linked to a specific and clear utterance by the player, such as: "I pick up the letter and try to smell if there is any perfume attached to it, and if so, whether it can be linked to a male or female person." By What I mean the specific stats/description that is used for a roll. I can totally see Perception being a skill, don't understand me wrong, but this skill should only be used to open basic advantages (such as suggested by Taschenschieber in the link above), however, never to reveal hidden locations/information or the like. These things would require a specific (hearing, seeing, smelling etc.) pro-active check by a character, who actively wants to use his senses, rather than being forced to do so by his surroundings. I think the Dragon Age RPG does that well by allowing a Focus on the perception skill, which not only gives you a bonus, but could be a first step to a much healthier use of the skill in general. By Why I imply the question: Why do I roll the dice? I see two general scenarios, why a character would need to roll a perception (general /or/ focus XY) check. The first one is the example mentioned above: The character wants to use a small advantage (general perception) in advance, or reveal hidden information (focused senses) for an even greater advantage. The second one would be, if a hazardous surrounding (such as gas/smoke/light) forces the perception check to determine how much damage/disadvantage is applied to a character. An example would be, that a character, that has obviously caught a cold and/or generally bad smelling senses, would not be affected as much by foul gases than a character, that has a chef-background and who is superb at smelling and tasting things.
It's an interesting topic in general, I think one of the more underestimated ones in rules design and hopefully we get some rulebooks in the future, where Perception is used more properly, more balanced on the quantitative side of course, and where it is fun to use perception, rather than a nuisance (for both players and GMs alike).
Share your thoughts with me, if you agree or disagree, I'm greatful for different views/perspectives on this matter.
Kind regards,
MH+