Search Skill and Taking 20:House Rule, no taking 20 on search checks

NO OTHER SKILL OR ABILITY IN THE GAME (that I know of) that requires a roll is a for sure success given enough time
The reason for this is that most other things you'd try to do with a skill aren't the sort of thing you could plausibly retry over and over again. The take-20 rule is simply a shorthand for what you could do roll-by-roll in such cases (and which players absolutely would do if taking 20 wasn't a thing). When there's no penalty for failure, there's no reason you couldn't keep trying over and over until you've done the best you can possibly do, provided you have enough time to do so.

Also, maybe the "hide nothing" is your style but it is interesting to say we are being silly because we dont like the idea that the PC's can find EVERY hidden room and treasure put in the game WITHOUT fail.

My reason for saying it's silly is that there's no good reason that PCs shouldn't be able to bring their absolute best effort to bear in certain instances. If that means that they'll find things that only their best effort could uncover, then so be it. Furthermore, the complaint here isn't really that you can't hide things -- if you really want something to be hidden, you can set the DC arbitrarily high -- but that whether something remains hidden or not is a function of player choice rather than luck. Why should this be based on luck? In combat, it makes sense that chance is a significant factor -- combat is hectic, chaotic, unpredictable. But searching for hidden things? If you have the time to be very deliberate and thorough, there's no good reason that some cruel twist of chance should ruin your efforts.

My policy isn't "hide nothing"; my policy is that the game world should make sense. If something is there, it can be found. Because it exists, it can be found. It might take a lot of effort and skill to find, but if somebody has those skills and the no-pressure conditions necessary to bring their absolute best effort to bear, then they will find whatever's hidden. It only makes sense.

Now, I'm all for fatigue systems to keep players from just taking 20 to search the entire dungeon from top to bottom. It makes sense that going through such a tedious exercise for such an unspeakably long time (again, we're talking multiple days for even a modest-sized dungeon here) would wear on you, and from a gameplay standpoint it helps to increase player choice and involvement by making them think carefully about what to do. But even still, this is simply a mechanical codification of plain old common sense, and while I think something of this nature would be a useful addition to the rules, I don't think it's a necessary one.
 

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My policy isn't "hide nothing"; my policy is that the game world should make sense. If something is there, it can be found. Because it exists, it can be found.

Well our real world 'make sense' but there ARE MANY THINGS we just cannot find (due to human limits).
Saying: it is physically possible that any item or hidden room can be found (by some being or another) is, in one sense, a trivial truth and is not really what we are talking about. Its trivial if what you mean is that: if a human placed it another human can find it. But, many things are simply out of reach for humans. Also, there is a difference between "physical possibility" and "what is possible for a human to do." So, saying: my policy is that the game world should make sense. If something is there, it can be found" is not at all true (things at the bottom of the ocean, things on another plante, numbers, souls, moral truths, abstract concepts more generally, etc. etc. etc.; have you EVER seen a number? A moral truth? A soul? NO! We cannot see them, we can see numerals, which are representations of numbers but the numbers themselves are no where to be found... and saying "science will one day reveal these things to us" is, at best, highly controversial))

"Because it exists it can be found" is not at all obvious (especially in a world of magic, illusion, and trickery). Even in our our simply existence we cannot find things of yet at the very bottom of the deepest ocean. Or you could mean as a trivial truth and has nothing to do with what we are talking about (you are making a claim of physical possibility not Player limits and game mechanics).

What you may mean is very trivial and is not at issue... I know that the items CAN be found by SOMETHING. Also, you agree that we can set the DC TOO high and effectively make it so the item CANNOT be found. So, I know you are not saying that any old level one commoner should be able to find ANYTHING (that would be absurd mechanics wise, and the 'real world' shouldnt get in the way of game mechanics that much where ANY commoner can find anything, so you must not mean this when you say : if its there it can be found; or else why not set ALL search DC to 10). So, you AGREE (implicitly) with me that some items JUST CANNOT BE FOUND (game mechanics wise) by some people. So, really what your saying is that you never like to place items that the PC's may have a chance of not finding. Remember I dont want to put items in the game that are simply NOT findable. I just want dont like the feel of "take 20" equals "find everything I placed in the area without fail"

All in all really what you must mean is that humans can find any concrete physical item if the items are on earth within human reach and limits. I dont think this is exactly true even in our real world. But why would I import that aspect of the world into my D&D game? We are in a wonderous world of magic so bringing this kind of realism into the game isnt my thing. What about the demiplane that Vecna created as his personal retreat? (try to find that...) What about some hidden room conealed by wizardry? Things concealed by illusion or magic are a different breed than things concealed in OUR MUNDANE WORLD. ANd bringing a simple truism (if its there it can be found; which I translate as "if it is placed by an human another human can find it" since the sentence as is isnt necessarily true anyway) into a game like D&D may be your cup of tea but ill drink from a different cup.
 
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So, really what your saying is that you never like to place items that the PC's may have a chance of not finding.
Not at all; I just want the chance of not finding an item to be based on player decisions rather than dumb luck. If there is an element of chance involved, it should have some justification within the established conventions of the fantasy setting.

Mainly, I feel that there needs to be a justification for it rather than just adding chance for the sake of chance. Especially when some potential harm or benefit is riding on that chance. Putting it up to chance strips story-directing power from the players in a context where that power should rightfully be theirs.

If they can't find something, it's not because the dice gods frowned upon them; it's because they lack the capability, the tools, the effort, or the right approach. There are many tricks you can use to prevent easy discovery of every last hidden thing -- one would be the "DM's best friend" mentioned by Greg K. This is a simple rule of thumb that favorable conditions give +2 to a check. If they take 20 for a general search, they get their regular take 20 result. If they take 20 and say they're specifically going to focus on a particular subset of the space of interest (eg, focus on a certain wall in the room, or around the lock on a door), you secretly give them a +2. If they take 20, say they're going to focus on a particular part, and propose an intelligent tactic for testing for a specific feature, you give them +4 (for two separate bonuses). And so forth. So you set the DC above a generic take-20 check result, but within reach of taking 20 with one or two bonuses for specific or creative searching. That way they won't find it if they just say "I take 20 to search the room", but if they notice something specific

I just want dont like the feel of "take 20" equals "find everything I placed in the area without fail"
I think the problem is that you're focusing too much on what it looks like out-of-character and ignoring what's going on in-character. Yes, out of character it's very quick and easy. "I take 20." "OK, you find X." But in-character, they didn't just press some magic "find everything" button, they spent several minutes or even hours closely scrutinizing the space. There's a big difference between normal use of a skill, taking 10, and taking 20. Normal use is when you're under pressure or just trying to move quickly and hope for a lucky break, and you're trusting to chance. Taking 10 is coasting by doing an average job, which you can pull off reliably when you're not under pressure. Taking 20 is being extremely persistent and thorough, trying and retrying until you get it just right. If you take 20 on Escape Artist, you keep wriggling against your bonds until either you slip free or you're confident that these bonds are beyond your capability to escape. If you take 20 on an Open Lock check, you keep working at the lock until you either pop it open or are confident that this lock is beyond your ability to open given your current tools and skill level. If you take 20 on a Use Rope check to rig up a harness, you keep tying, untying, and retying the knots until you're confident you've done the best you can. If you take 20 on a search...well, you see where this is going.

Complaining that taking 20 means they're guaranteed to find hidden objects that are within the limits of their capability to find is like...well, like complaining that if they roll a d20 enough times eventually they'll roll a natural 20. Given enough tries, the law of large numbers states that any outcome with a non-zero probability will eventually occur. You don't want to have things hidden so well that it can't be found no matter how hard they try, so by the same token everything there can be found if they put forth their absolute best effort. Taking 20 is simply a shorthand for attempting it over and over again until that best effort is made, so you don't have to sit through the tedium of the players rolling search checks for the same 5x5 square over and over and over again until they finally hit the nat-20 they've been waiting for.

Of course, as the DM it's always your prerogative to set the rules of the setting, and if you want to say that some bizarre magical force somehow messes with the laws of probability such that the law of large numbers no longer holds (a truly mind-boggling prospect, really, if you consider the full implications of it), then go for it. But frankly, I have to wonder...why? I can see why you might want to avoid taking 20 on searches to keep traps relevant, but as I pointed out earlier just because you can find a trap doesn't mean you can disarm or avoid it. You can easily set the DC for disarming a trap above what you can reach by taking 10, so they have to roll to disarm it. Or heck, you could just rule that because of the risk involved with disarming a trap, it always counts as a "stressful situation", so they can't take 10. Taking 20 on search checks does not make traps irrelevant, it just gives the players a chance to brace themselves in case something goes wrong. Assuming, once again, that they have the opportunity to leisurely take 20 in the first place. Which, really, is more the exception than the rule.
So it really just comes down to hidden doors and items -- things that would mainly serve to benefit the PCs or even add an interesting new twist to the plot. What does it add to the game for there to be something like this that only you will ever know about if the PCs happen to roll poorly?
 

Although imaria's solution could conceivably lead to the taking 20 simply taking up more time... as in...


<player> I take 20 to search this 5-foot square.
<DM> You find nothing.
<player> I rest for a day.
<DM> um... okay...
<player> I take 20 to search the next 5-foot square.
<DM> You've got to be kidding me.
<player> well, I might have been tired from having searched that previous 5-foot square, so I want to rest between searches to ensure that I am fresh and at the top of my game.
<DM> *commits suicide*

That's a good point even though I think such players are very, very few. However such ridiculously super-careful approach would make sense (in a sad, non-heroic way).

Personally I hate the "take 20" rule in D&D 3.5. Couple of sessions ago my players raided a small fortress previously owned by a trapmaster halfling. What happened? First they rested and stocked up food. Then they went through the whole place millimetre by millimetre. It didn't matter if wandering monsters came to get them, they simply continued after the fight.

I guess I don't have to explain how tedious that was?

The houserule which I'm considering is this:
If you repeatedly search traps by taking 20 and the 5-foot squares are similar to each other, it's possible that you think you have already checked a certain spot even though you haven't. During your previous search check you did check a similar spot but you have not checked this one. However the extreme minutiae has made you confused and you think you have checked spots which you haven't. No matter how much you rest, you will still think in the same way. If you repeat your check, you will automatically overlook that same spot again, thus failing your 20.

Game-mechanically:
Each time you take 20 (or re-roll at least ten times) and you can't see the result right away, roll a Wisdom check DC 5. If you fail, you think you have taken 20, but you really you haven't. This failure is not obvious to anyone who is observing you. Repeating your action fails automatically.
 
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Personally I hate the "take 20" rule in D&D 3.5. Couple of sessions ago my players raided a small fortress previously owned by a trapmaster halfling. What happened? First they rested and stocked up food. Then they went through the whole place millimetre by millimetre. It didn't matter if wandering monsters came to get them, they simply continued after the fight.

I guess I don't have to explain how tedious that was?
How did you want it to work? They bumble their way through like a bull in a china shop, ignoring the danger (or just casually checking for it) and setting off traps left and right? Or did you envision them playing it out "old school," actually figuring out the traps on their own from clues gathered via painstaking Q&A of the DM? (Tedious in its own way, I'd argue, though sometimes oddly enjoyable.)

I mean, if I'm a player and I know we're raiding a small fortress previously owned by a trapmaster halfling, of course I'm going to proceed at a snail's pace, checking every square inch for traps. DUH!

I'm really curious how you think it should have played out.
 

My approach...

If they take 20 on the Search, roll a d20. Most of the time, that d20 roll means nothing. However, strictly speaking it represents the results of the first (of 20) Search checks. If there is a trap in that space and they fail to find the trap, there is a chance (depending on how the trap is triggered) that the trap finds them.

You're not going to find stuff in a desk without opening drawers, or in a book case without moving books. Even in a bare 5-foot space of corridor, you won't find a secret door without trying to push a suspicious-looking brick in the wall.

If player's try to search without touching or entering the space, well, they should find odd-looking bricks in the wall every now and then. Do they want to try pushing or pulling that brick? maybe they find a book with an interesting title in the book case. Maybe they notice that an envelope is mostly covered by a pile of papers. But dare they touch them?

Search isn't "I find traps". It is "I see things".
 



How did you want it to work? They bumble their way through like a bull in a china shop, ignoring the danger (or just casually checking for it) and setting off traps left and right? Or did you envision them playing it out "old school," actually figuring out the traps on their own from clues gathered via painstaking Q&A of the DM? (Tedious in its own way, I'd argue, though sometimes oddly enjoyable.)

I mean, if I'm a player and I know we're raiding a small fortress previously owned by a trapmaster halfling, of course I'm going to proceed at a snail's pace, checking every square inch for traps. DUH!

I'm really curious how you think it should have played out.

I wanted some random element of surprise. With "take 20" the trap is either found with 100% certainty or impossible to find. Something like 99% certainty for each trap would have been ok in my books.

Just to clarify:
Search modifier +10.
Take 20 => Search 30 on every single square.
If it's a trap with a Search DC 30, you will found it. No doubt about it.
If it's a trap with Search DC 31, you will not find it. It's impossible. Some buff-spells wear out too quick for "take 20".

Summa summarum: Some random element of surprise would have been nice.
 

Summa summarum: Some random element of surprise would have been nice.

Bingo. This hits EXACTLY my issue. I mean, it's the d20 system, not the Take 20 system. The entire thing revolves around the chance of failure that the d20 provides, the randomness. If you try and walk across a tightrope, unless you're epic level, you've got that random chance of failure. Each rank in a skill is supposed to represent a 5% increase in the odds of your success, that's it. If you can take X ranks in a skill to NEVER fail, and you're less than epic level, something is wrong and contrary to the point of the entire game mechanic.
 

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