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1E vs Forked Thread: Is 4E doing it for you?
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<blockquote data-quote="Orius" data-source="post: 4482913" data-attributes="member: 8863"><p>Ugh, that's just wasting time calling out every bit of dungeon dressing. The way I run it, if there's something hidden, there's a Search check to be made, and it eats up x amount of minutes, whether or not there's a success. I don't bother to worry about the details, if the players take the time to bother with a search, then they find what's there on a successful check. </p><p></p><p>I find that's all I really need to do, since often the people I've played with don't bother to search a room unless I make it obvious with a big honkin' chest. I don't always toss in chests though, no there's stuff in hidden compartments, or hidden in plain sight and the like, which they don't get to know about without doing a Search check. So my players have missed on small caches of money, little magic items like <em>rings of protection</em>, etc. Far be it from me to tell them what they missed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p></p><p>I kind of go in the middle. I'll certainly not hesitate to zap a PC with a trap if the player wasn't paying attention or was careless. That's the sort of table behavior that carries over to the dungeon well. When exploring the old ruins, one should be cautious.</p><p></p><p>But I don't really care about lots of method acting and the like. You want to active role-play fine, I'll even use it to drive the campaign along. But I'm not going to enforce it, and I'm not going to penalize a player who runs his character more mechanically with dice rolls because you prefer something else.</p></blockquote><p></p>
[QUOTE="Orius, post: 4482913, member: 8863"] Ugh, that's just wasting time calling out every bit of dungeon dressing. The way I run it, if there's something hidden, there's a Search check to be made, and it eats up x amount of minutes, whether or not there's a success. I don't bother to worry about the details, if the players take the time to bother with a search, then they find what's there on a successful check. I find that's all I really need to do, since often the people I've played with don't bother to search a room unless I make it obvious with a big honkin' chest. I don't always toss in chests though, no there's stuff in hidden compartments, or hidden in plain sight and the like, which they don't get to know about without doing a Search check. So my players have missed on small caches of money, little magic items like [i]rings of protection[/i], etc. Far be it from me to tell them what they missed. :) I kind of go in the middle. I'll certainly not hesitate to zap a PC with a trap if the player wasn't paying attention or was careless. That's the sort of table behavior that carries over to the dungeon well. When exploring the old ruins, one should be cautious. But I don't really care about lots of method acting and the like. You want to active role-play fine, I'll even use it to drive the campaign along. But I'm not going to enforce it, and I'm not going to penalize a player who runs his character more mechanically with dice rolls because you prefer something else. [/QUOTE]
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