OMG yeah. Secret doors everywhere. Mind you, that all started when an Elf could just walk past a secret door and notice it 33% of the time.Exactly. If it's thematic, okay yeah....but their abundance in a lot of the old modules is just ridiculous.
OMG yeah. Secret doors everywhere. Mind you, that all started when an Elf could just walk past a secret door and notice it 33% of the time.Exactly. If it's thematic, okay yeah....but their abundance in a lot of the old modules is just ridiculous.
Speaking of secret doors......I almost never use them. I just find them annoying. This is one area where I may add a secret room if my players have latched onto some detail in a room description and are adamant about searching. It's like, wow you really think there's something here....hey, guess what, there is! This seems very much in line with what was mentioned in the OP.
Aside from that, I rarely use them. I think they add very little to the game, but can potentially take a lot away.
If there's a non-secret way to get to the other side, then that's one thing, but areas of dungeons that are only accessible through a secret door? Blech.
I use secret doors regularly and they are typically ways to find short cuts around dangerous areas such as complex traps, safe places to rest, or they lead to treasure. (I do not usually offer treasure as a result of combat.)
A general search of an area takes 10 minutes which may call for a wandering monster check. If the attempt to find secret doors has an uncertain outcome and a meaningful consequence of failure, then it's a Wisdom (Perception) check to find it. Once it is found, it takes some effort and time (another 10 minutes) to figure out their working, often calling for an Intelligence (Investigation) check.
This does a few things for the game. First, it incentivizes engagement with the exploration pillar. This approach offers meaningful trade-offs between trying to gain an advantage at the risk of wandering monsters. It also encourages players not to dump Intelligence. If finding a secret door is always beneficial, what I've found is players are really pumped to find them.
Folding the finding of secret doors into a more generalized search of the area removes a lot of the issues. The point above about incentivizing the exploration pillar is a good one.
The players, however, have no way of knowing whether any given encounter is going to be easy, hard, or anything else before it's been played through; and appearances can be deceiving. Sure I-as-DM might know, but that's information I have to keep to myself.But nor would it be particularly fun. What's the point of playing out scenarios when the outcome has almost no doubt? It'd be pretty tedious.
I'll never just 'narrate" something like that, for two reasons: one, narration precludes anythng dramatic occurring due to dice rolling; and two, narration assumes the players/PCs' approach which IME can unexpectedly change on a dime.I'd either narrate the results and move on, or change things up so that the remaining encounters are worthwhile.
It's only as boring as you and the players make it. (of course, if the system you're playing is one that tends to make any combat drag out then that's different - can't help you there )Adhering to the script, for me, isn't a justifiable excuse for a boring session.
Not as much as you might think. To the original dungeon occupants they'd have just been ordinary doors - they're only a problem for silly adventurers who can't find them later.Exactly. If it's thematic, okay yeah....but their abundance in a lot of the old modules is just ridiculous.