Still missing my point. Why make the player just keep rolling until he makes the roll?
Who says you have to? After the rolls have been made and nobody found the door then it would be time to move on.
Still missing my point. Why make the player just keep rolling until he makes the roll?
Who says you have to? After the rolls have been made and nobody found the door then it would be time to move on.
LOL. I can't draw very well, so I'll try to explain it better.
Bad guy runs into a room. PCs follow. Room is empty! Players won't leave until they know there isn't a secret door. Roll, roll, roll, until they roll a 20. Or maybe a take 10 or take 20 to speed things up.
Or would you only let them roll once and then tell them they have to leave?
I have never liked the taking 10 rule because I feel that all things should have a chance of failure. Sometimes PC's would get to the point that they maxed out certain skills and then would just take 10 vs something that was meant to be a big deal.
Taking a 10 works IMO if:
A: you're not under pressure. If you're under pressure, roll it.
B: it's something simple that you can take your time to figure out.
My players roll once, if they don't make the DC's then I tell them they don't find anything. Now I don't reveal what the DC is so the players don't know if they succeed or not unless they actually find a door.
Yeah, if it's some random room that they have no reason to suspect there is a secret door, that sounds about right. But what if the PCs want to try again because they are pretty sure there is one? We are talking about the d20 rules, right?
If the roll is for something that can only be rolled for once and then no more tries, then I agree that Taking 10 shouldn't be done. But then, that's part of the Take 10 rule.
If they want to roll one more time then I may let them. If they still find nothing then it's time to move on. Now if it comes down to the player using his brain instead of his character's then I will just say that there is no secret door so please move on, I don't like meta-gaming.
The thing is it's not always about you failing to do something. If you try and lift a heavy gate and you fail, that failure could be anything from the gate slipped off the track or it became stuck. Also doing certain tasks you may do everyday is still inclined to failure at some point, that bad roll is supposed to represent those uncommon instances when something does happen. Professionals do mess up at times, professional isn't another word for perfection.