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<blockquote data-quote="Ovinomancer" data-source="post: 8000528" data-attributes="member: 16814"><p>No, we have posts that say if the player says they search the sock drawer and the key is there that they automatically succeed. This doesn't say that play is waiting for the players to extensively detail everything about searching a room because the example doesn't start with a whole room. Why is the player looking in the sock drawer? Don't know, didn't start there, but, if it were my game, it would be because they probably already had a good reason to look in the sock drawer.</p><p></p><p>I don't have big rooms full of stuff with the intent for players to search for a key. This is a feature of games that use lots of 'skill' checks to resolve things. It's absolutely not how I'd set something up. If there's a key in a sock drawer, it won't be at the end of a long session of meticulously searching a big room, it'll be because the PCs have a good reason to look in the sock drawer.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8000528, member: 16814"] No, we have posts that say if the player says they search the sock drawer and the key is there that they automatically succeed. This doesn't say that play is waiting for the players to extensively detail everything about searching a room because the example doesn't start with a whole room. Why is the player looking in the sock drawer? Don't know, didn't start there, but, if it were my game, it would be because they probably already had a good reason to look in the sock drawer. I don't have big rooms full of stuff with the intent for players to search for a key. This is a feature of games that use lots of 'skill' checks to resolve things. It's absolutely not how I'd set something up. If there's a key in a sock drawer, it won't be at the end of a long session of meticulously searching a big room, it'll be because the PCs have a good reason to look in the sock drawer. [/QUOTE]
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