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Secret Doors are too secret. Thoughts?
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<blockquote data-quote="Dog Moon" data-source="post: 4315453" data-attributes="member: 23023"><p>Except sometimes, it's the loss of the entire adventure. I've played in some campaigns where the DM is looking at a secret room and sees that the clue we need for the next adventure is in that room and we would just pass by it except the DM says either 'You find it' [even though we certainly did not roll high enough] or 'You spot an odd crack in the wall' without any of us rolling.</p><p></p><p>Really, it depends on what's behind the secret door. EXTRA treasure, don't worry about. Necessary treasure, give them a little extra later to make sure they don't fall behind. Clues, if necessary make sure they somehow stumble across it [if you have to, add one extra bad guys who exits the secret room and stares dumbly at the PCs in surprise], but otherwise if not necessary, put clues in later or not put any in at all and make them squirm a little while they put their partial clues together].</p><p></p><p>When planning my own maps, the secret doors either lead to an additional amount of loot they'll be happy to receive, but doesn't matter if they miss it or secret doors to make accessing different areas easier, but again aren't necessary.</p><p></p><p>It really sucks for a group to go through an entire dungeon or area and receive little to no loot simply because one of them missed their Perception/Search check by a couple of points which led to the treasure horde.</p><p></p><p>If you don't like giving it to them, do something interesting with the secret door, something fun.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 4315453, member: 23023"] Except sometimes, it's the loss of the entire adventure. I've played in some campaigns where the DM is looking at a secret room and sees that the clue we need for the next adventure is in that room and we would just pass by it except the DM says either 'You find it' [even though we certainly did not roll high enough] or 'You spot an odd crack in the wall' without any of us rolling. Really, it depends on what's behind the secret door. EXTRA treasure, don't worry about. Necessary treasure, give them a little extra later to make sure they don't fall behind. Clues, if necessary make sure they somehow stumble across it [if you have to, add one extra bad guys who exits the secret room and stares dumbly at the PCs in surprise], but otherwise if not necessary, put clues in later or not put any in at all and make them squirm a little while they put their partial clues together]. When planning my own maps, the secret doors either lead to an additional amount of loot they'll be happy to receive, but doesn't matter if they miss it or secret doors to make accessing different areas easier, but again aren't necessary. It really sucks for a group to go through an entire dungeon or area and receive little to no loot simply because one of them missed their Perception/Search check by a couple of points which led to the treasure horde. If you don't like giving it to them, do something interesting with the secret door, something fun. [/QUOTE]
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Secret Doors are too secret. Thoughts?
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