candidus_cogitens
Explorer
It sounds crazy at first, but I think it would actually be a blessing for players who like to play rogues, and it would make the challenges of traps and treasure-seeking much more interesting.
Basically, it would work by just leaving it to the player to state specifically what he is looking for. "I look closely at the floor for any unevenness on the surface." "I slide my hand nice and easy over the stonework, feeling for any irregularities in texture." "I step to the side of the door, avoiding the space directly in front of it. Can I smell anything near the door?" "I scan the bookshelves for any titles having to do with arcana." This kind of approach allows the player to feel like genuinely roguish--rather than just someone who rolls dice.
Too often an encounter with a trap is just a matter of rolling a search check, a disable device check, and an open locks check. Obviously there is a reason that disable device and open locks have to be left to the dice--you can't really describe how you would go about picking a lock (unless you happen to know a great deal about that sort of thing); but its not necessarily the same for searching, as I have illustrated by the above examples of strategies that the players could take.
I haven't tried this yet in my campaign, so I would welcome any ideas you may have about how to refine it, or any complications you see.
Basically, it would work by just leaving it to the player to state specifically what he is looking for. "I look closely at the floor for any unevenness on the surface." "I slide my hand nice and easy over the stonework, feeling for any irregularities in texture." "I step to the side of the door, avoiding the space directly in front of it. Can I smell anything near the door?" "I scan the bookshelves for any titles having to do with arcana." This kind of approach allows the player to feel like genuinely roguish--rather than just someone who rolls dice.
Too often an encounter with a trap is just a matter of rolling a search check, a disable device check, and an open locks check. Obviously there is a reason that disable device and open locks have to be left to the dice--you can't really describe how you would go about picking a lock (unless you happen to know a great deal about that sort of thing); but its not necessarily the same for searching, as I have illustrated by the above examples of strategies that the players could take.
I haven't tried this yet in my campaign, so I would welcome any ideas you may have about how to refine it, or any complications you see.