Haffrung Helleyes said:
I like the ideas of secret doors, but I am not really happy with how they've been implemented traditionally in RPGs.
In 3E, there is a search skill, but 3E introduced a convenient shorthand for searching. 'We take 10 searching the room' (when in a hurry) or 'We take 20 searching the room' (when not in a hurry).
This eliminates a lot of the boring nature of searching, while also eliminating all the randomness of outcome
The method I like is as follows:
1) When designing the encounter, the area is split up into key areas by the designer. Perhaps "the walls" are one area, "the desk" is another, and "the painting" is a third. The areas should be fairly broad - "the painting" would include the frame and the wall behind the painting as well, for example.
2) If there's anything hidden in an area, the designer determines whether it can be found by a casual search, or if it needs a detailed search. He also sets a DC for the Search.
3) When PCs enter the area, they have to declare where they are searching (which area), and also whether it's a casual or a detailed search. They then make a Search roll - you can take 10 on this roll, but cannot take 20. Additionally, you cannot retry - you either find whatever is hidden, or you do not.
A casual search takes 1 minute for each area. It is possible to perform this check without touching the item, so does not expose the character to traps/poison on the area in question. However, a casual search has no chance of finding something that requires a detailed search to find.
A detailed search takes 5 minutes for each area. It is not possible to perform this check without touching the items, so a failed search will expose the character to any traps/poison on the item (a successful check finds these dangers just in time). A detailed search automatically finds anything that only requires a casual search to find.
Example:
The baron's study contains his desk and chair, a bookshelf containing many books, several tapestries on the West wall, and a large painted map on the North wall. There is a secret door behind the map, a trapped secret drawer in the desk, and a secret door triggered by one of the books in the bookshelf.
The designer divides the room into five areas: the walls (including the door), the map, the tapestries, the furniture and the bookshelf. Detecting the secret door behind the map requires a detailed search of that area (DC 25). Finding the secret drawer requires a casual search of the furninture (DC 20), but finding the trap requires a detailed search (DC 30). Finding the secret door in the bookshelf requires only a casual search (DC 25).
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This method gives the players some control over where they're searching, but it avoids the need to spend an age searching an area square by square (especially pointless if they're just going to take 20). It eliminates automatic success on searches, and it also means that a detailed search (sometimes required) is not without an element of risk.
I also think a passive Perception defence is a good thing, but more for the purpose of spotting ambushes and the like, rather than spotting 'secret' doors and traps. IMO, of course.