Lanefan
Victoria Rules
True; "are you sure?" is often the DM's final warning. Heard and said it many times, I have.Maybe, and that's part of his job. I'd be less inclined to think poorly of a DM who stopped us from doing something stupid by saying "Are you sure that's what you want to do?" than one who stayed silent while giving us no indication we ought to be more careful.

Sometimes, yes; but in this particular example probably not.Hence the important line about "no dangerous doors before". Sure, there's always got to be a "first dangerous door" but again, there should be some kind of tell. Such as people mentioned up thread: if the altar kills whatever touches it, perhaps there's dead bodies (of people, bugs, animals, whatever), similarly the exploding door could have a fried skeleton in front of it, or perhaps the opposite wall has a "blast shadow" on it.
An exploding door is probably only going to be able to explode once. After that there's no door left.
Which, come to think of it, would be a good "tell" to have placed earlier in the Hall of Doors: a missing door surrounded by shrapnel, char marks, and scattered body parts.

Agreed.Again, it's the PC's job to do the looking. It's the DMs job to tell them they ought to be looking.
I don't mind a slower game.I don't want players frozen by paralysis that every little doorknob may be trapped, that slows the game,
The paralysis often happens because nobody's willing to be courageous and just try the door. What results is the classic Canadian standoff: "After you." "No, you first; I insist."
Wouldn't work here, mostly because long ago I had to seriously smack down on "take backs" after some heated arguments, not just between me and players but between players. Thus the not-really-rule-but-more-like-guideline here is if you say you're doing something, you're committed to it.Bolded the important part. That was left out of my initial exchange for a reason. A "Strangely Clean Chest" is a tell. This is also an example of players "self-assigning rolls" IMO, I would probably just hold my hand up to tell them to wait for me to finish speaking, and then if they want to jump over and open the chest I'll let them do it.
So I could hold up my hand, finish speaking, and then narrate the results of the declared action...the end result would be exactly the same. Quicker just to respond immediately to the declared action.
Fair enough. I prefer moving away from "I try again." <fail> "I try again." <fail> to in effect batching all those tries into one roll.Charlaquin said:See, I have the same problem with “your Rogue pulls out all the stops, tries everything she can think of, and these are the results” as I do with “I don’t know specifically what my character does to search the altar, but that’s what I’ve got this Skill on my character sheet for.” It’s too removed from the fiction. Too abstract for me to visualize what is actually going on in-universe. And it means the rogue’s player is succeeding or failing primarily by the grace of RNGsus with maybe a little help from the choices they made at character creation. I want her to succeed or fail primarily by the choices she makes in the moment with RNG and character building choices to settle situations where the immediate choice alone isn’t enough to decisively arrive at an outcome.
It also changes the dynamics. If you allow endless tries (essentially, take-20) then the only thing determining success or failure is the DC of the task at hand - in a completely binary fashion you can either beat it or you can't. Random variability or the character having an off day is removed from the equation, which I don't like at all. I much prefer the realism of sometimes you'll succeed, sometimes you won't.
The problem with this is it's giving the players (and thus, characters) information that they simply shouldn't have.As a player, I never like when the DM hides the dice roll for my Action, so as a DM, I never do that to my players. I also make rolls for monsters and NPCs in the open as an act of good faith - if I the players have to roll their dice in the open, so should I. Plus it keeps me honest. No fudging rolls either in favor of the PCs or against them. Everybody saw what I rolled, there’s no pretending that untimely crit didn’t happen.
Someone failing a search, for example, has no way of knowing in character whether the failure is due to their missing what was there to find or due to there being nothing there to find at all. Thus the player shouldn't know this either, as this knowledge may unduly affect what happens next.
Lanefan