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<blockquote data-quote="Oofta" data-source="post: 9061316" data-attributes="member: 6801845"><p>But that assumes that the players pick up on the fact that there's a bed, closet, fireplace, chest, and that those are the only important things to take a look at. Or that the DM describes things in a way that make it clear.</p><p></p><p>Personally I do it more based on how much time the PCs want to spend and do linked skill challenges or rely on passive checks. So if they're doing a really quick check it's a perception check as they look around the room. Want to spend 15 minutes per 10 foot section? Are you being careful to not leave a trace or just trashing the room? For that matter it's the same if they're going through old school dungeons (which I rarely use); I'd rather use passive values with a -5 for going through quickly, no adjustment if going at normal speed, +5 if they're moving slowly.</p><p></p><p>Then I just zoom in on specifics. If someone is searching a room I'll give a description, there's a check and then I'll just start asking for more specific checks for the desk. The last thing I want to do is waste game time describing specifically checking every thing they could possibly interact with. After all, why is the dresser worth investigating if there's a loose floorboard or the hidden panel is opened by turning the wall sconce? How much information do I have to give as a DM and if they give a list of items why wouldn't I just go through each one like a checklist? If it's just a checklist, I have no way to make it interesting.</p><p></p><p>But again, physical interactions and searching rooms is not a major focus of my games.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9061316, member: 6801845"] But that assumes that the players pick up on the fact that there's a bed, closet, fireplace, chest, and that those are the only important things to take a look at. Or that the DM describes things in a way that make it clear. Personally I do it more based on how much time the PCs want to spend and do linked skill challenges or rely on passive checks. So if they're doing a really quick check it's a perception check as they look around the room. Want to spend 15 minutes per 10 foot section? Are you being careful to not leave a trace or just trashing the room? For that matter it's the same if they're going through old school dungeons (which I rarely use); I'd rather use passive values with a -5 for going through quickly, no adjustment if going at normal speed, +5 if they're moving slowly. Then I just zoom in on specifics. If someone is searching a room I'll give a description, there's a check and then I'll just start asking for more specific checks for the desk. The last thing I want to do is waste game time describing specifically checking every thing they could possibly interact with. After all, why is the dresser worth investigating if there's a loose floorboard or the hidden panel is opened by turning the wall sconce? How much information do I have to give as a DM and if they give a list of items why wouldn't I just go through each one like a checklist? If it's just a checklist, I have no way to make it interesting. But again, physical interactions and searching rooms is not a major focus of my games. [/QUOTE]
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