--- _tmp/ccsrd.md 2025-07-21 14:21:00.277321833 -0500 +++ _tmp/ccsrd.new.md 2025-07-21 14:20:56.534297903 -0500 @@ -29352,10 +29352,6 @@ roll. If it's a creature, its level determines the difficulty of your roll. If it\'s something else, the GM determines the difficulty of your roll. -::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor's Notes ---** For more on \"passive perception\", see [Passive Difficulty](#passive-difficulty). -::: - ##### Moving a Heavy Object [#](#action-moving-a-heavy-object){.og-h-anchor aria-hidden="true"} {#action-moving-a-heavy-object} [(Cypher System Rulebook, page 229)]{.og-ref} @@ -75097,33 +75093,6 @@ : Graduated Difficulty Effects ::: - -##### Passive Difficulty [#](#passive-difficulty){.og-h-anchor aria-hidden="true"} {#passive-difficulty .og-h-small} - -[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - -This section is based on *The Flow of Information* [(416)]{.og-ref} and *Failure to Notice* [(417)]{.og-ref}. - -Because [the player always rolls](#rules-the-player-always-rolls), it can be unclear how the GM should proceed if the -PCs are unaware of important aspects of their situation. The GM can prompt a PC for a roll without telling them anything -about what it's for, but this might arouse unwanted suspicion. Instead, the GM can compare the PC\'s tier to the -[difficulty](#rules-task-difficulty) of the task, and add 1 for each of the PC's applicable -[skills](#modifying-the-difficulty-skills) and [assets](#modifying-the-difficulty-assets). Any ties are decided in the -PC's favor. - -For example, a tier 3 PC is [specialized](#key-concepts) in tracking and has a[Beast -Companion](#ability-beast-companion){.og-ability}---a faithful bloodhound, whose [modification](#followers) that -provides an asset to tracking tasks. This make's the PC\'s passive total 3 (tier) plus 2 (skills) plus 1 (asset) equals -6. So, the PC would detect the presence of a dangerous level 6 creature before it pounced upon a fellow party -member---as almost a passive [routine action](#routine-actions). - -Passive difficulty provides the GM with a way to think about providing directly to PCs' unique senses, knowledges, -abilities, skills, and personal pasts---honoring of all the choices the player made whilst creating their character, and -since the start of the game. The GM should strive to be generous with information---after all, information and answers -are two very different things, and a well-informed party can make more compelling choices about what they do next. -Events like ambushes, or a PC discovering they have been pickpocketed can easily be introduced via [GM -intrusion](#gm-intrusion), so it's best to describe the situation in a way that invites further action from the PCs -rather than withhold critical information. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -77726,7 +77695,6 @@ - [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og} - [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} - [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} -- [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} - [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} - [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og} - [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og} @@ -78001,8 +77969,8 @@ - Adjudicating [(412)]{.og-ref} - Logic [(413)]{.og-ref} - Dice Rolling [(414)]{.og-ref} -- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref} -- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref} +- The Flow of Information [(416)]{.og-ref} +- Failure to Notice [(417)]{.og-ref} - [Graduated Success](#graduated-difficulty) [(417)]{.og-ref} - [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref} - [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}