Celebrim
Legend
Shroomy said:You can't say that the DM is disempowered in this situation, as he creates the conditions that affect the Jump skill check.
Say the party is exploring a haunted manor. In first edition, I might have made a notation of the sort, "If the players specifically search behind the painting on the north wall..."
What I've set out is the terms of my negotiation. How does the player negotiate with me that his character has found the thing hidden behind the painting on the north wall? Fairly obviously, if the player describes his character searching behind the painting or doing something that causes him to search behind the painting, then he's successfully negotiated finding the hidden something.
What I've discovered is that, in 3rd edition, this negotiation is a little less obvious in ways that can create problems where there were none before. Suppose I set a difficulty on finding the hidden object behind the painting - say DC 20. Supposedly, anyone that makes a DC 20 search check in the 5' square where the painting lifts the painting and discovers what is hidden behind it. But note, the player has not said that they perform this specific action. It might be all well and good to allow the player to find the hidden wall safe behind the painting with a DC 20 search check and no one will necessarily feel cheated, but what if the thing hidden behind the painting is a symbol of death, yellow mold, or some other nasty effect? In earlier editions, the player understood the process as, "I did X. Therefore, a bad thing happened." In current editions, this clear connection between what the player did and what happened isn't apparent. Instead, what the player tends to take away from the event is, "I did X. The DM interpreted X to mean Y, and as a result bad things happened." This leads to player ill will in almost any situation where the consequences of the action aren't obvious to the player ahead of time. And this is pretty frequent, because my experience with 3rd edition players is that they negotiate on the basis of percieving B to be the natural consequence of A. They aren't asking as it were for a judgement, but rather for validation.
There is another problem here that's equally subtle. Suppose the party searches the room and finds nothing. Then one player says, "I search behind the painting." If the thing behind the painting isn't particularly concealed, that player finds the hidden thing regardless of whether they have a INT 4 and no ranks in search. This returns us to the same sort of negotiation that we had in 1st edition, but the big question is should it? Should an INT 4 character with no ranks in search be allowed to search behind the painting after no character thought to do so, and what does this say about the utility of skill ranks and intelligence if we allow it, and what does this say about player freedom if we don't? Without player freedom, what's the point in the game?
Alternately, suppose that the painting covers a concealed panel. Clearly the concealed panel is easier to find after the painting is moved or removed. This sort of 'find the secret' game is a pretty common sort of mini-puzzle from 1st edition adventure design, and I tend to include it alot in my game. To handle it, I typically set a high DC on the search check (lets say DC 30), and then include as a note that there is a +10 circumstance bonus if someone specifically says that they search behind the painting. Now, to me this is almost a perfect theoretical set up from a rules standpoint. The rules in theory have covered the situation excellently, and given me something of best of both worlds from the standpoint of adjudicating the players attempt at negoitation. I know the difficulty of finding the panel should the player say "I search the wall" (or just the general area) and I know the difficulty if they specifically proposition "I search behind the painting." But in practice, I find that this method baffles players raised on 3rd edition methodology, because what I discover is that 3rd edition methodology trains the player to only offer up the proposition "I search." They are no longer familiar with actually describing thier characters actions, so when confronted with this sort of challenge, they don't know what to do. So my proposed method of adjudicating the situation fails despite all its apparant rule elegance because the players don't understand the terms of the negotiation. In first edition, because there were few rules to abstract things, this was rarely an issue. Maybe even more importantly, because players didn't have full access to the system, they didn't think in rules abstractions only.
What I've discovered about the above sort of 'mini-puzzle' adjudication above - and I use this alot and not just with search checks but with all sorts of checks that involve abstract action - is that players trained in 3rd edition get increasingly frustrated by what I would have considered ordinary problems in earlier editions. They are trained unintentionally by the high quality of the rules to only offer simple low detail propositions. When I try to explain to them the situation and that I expect higher detail propositions, this often makes many of the players even more angry. I have in fact been accussed of 'cheating' (as a DM) for situations very much like the painting covering the concealed panel (although in the real situation it was straw covering a trap door), because it "should have been implied that the painting was searched behind". But you see from my example of finding something bad that assumption of implied action is not in general a good one to have as a basis of a ruling, and in reality this has caused me even bigger problems in a game - including a very awkward and unintended and unexpected player death.