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How do you do secret doors?
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<blockquote data-quote="Quickleaf" data-source="post: 7528264" data-attributes="member: 20323"><p>I see you mention using the exploration rules for long-term large dungeon exploration, and that someone needs to take the Searching for Secret Doors exploration task in order to apply their passive Perception towards noticing secret doors.</p><p></p><p>What if you have players, after a fight, say "we want to search for secret doors in this room" but that's not the exploration task any of them selected? In other words, what if the upfront declaration doesn't survive contact with the actual adventure material? Do you answer "you find no doors" because you have this exploration task system in place? Or do you treat it as a case of specific-trumps-general and call for Perception checks? Or use passive Perception?</p><p></p><p>And it sounds like you're saying secret doors aren't a puzzle to figure out in your games, but rather they are a risk-versus-reward choice for players to make (i.e. risk of wandering encounter vs. reward of finding treasure or something cool)? Is that right?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7528264, member: 20323"] I see you mention using the exploration rules for long-term large dungeon exploration, and that someone needs to take the Searching for Secret Doors exploration task in order to apply their passive Perception towards noticing secret doors. What if you have players, after a fight, say "we want to search for secret doors in this room" but that's not the exploration task any of them selected? In other words, what if the upfront declaration doesn't survive contact with the actual adventure material? Do you answer "you find no doors" because you have this exploration task system in place? Or do you treat it as a case of specific-trumps-general and call for Perception checks? Or use passive Perception? And it sounds like you're saying secret doors aren't a puzzle to figure out in your games, but rather they are a risk-versus-reward choice for players to make (i.e. risk of wandering encounter vs. reward of finding treasure or something cool)? Is that right? [/QUOTE]
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How do you do secret doors?
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