DM Question: How can I keep my players from taking 3 days to check a room?

That's a little harsh. I don't like telling players "NO!". I like persuading them - if they want to keep getting ambushed while searching the first room and the evil wizard walks out the back door, I'll let them keep doing it. If they don't learn, then time to get new players.

IceBear
 

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Sorry :)

I forgot to quote the post above mine where he said he would simply tell his players they've lost their search privileges.

I prefer using a stilletto to a bazooka to solve problems :)

IceBear
 
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Here's my nickel thoughts:

When you take 20 to search, your inspecting, tapping, whacking, pulling, prying, stamping, stomping, and pretty much trying to do what you can to find false bottoms, rotating walls, hidden compartments, devious illusions, etc.

In my mind, if you come across a trap when taking 20, you set it off. Boom.

Take 20 is great when you are trying to find an object, but not when ou are trying to find a trap. The point of take 20 is that you will eventually roll a 20. For simplicity sake, assume they roll a 1, 2, 3, ..., 19, and then finally a 20. Those low rolls will set off a trap.

The same applies when trying to disarm a trap. If you take 20, you set it off.

My players agreed to this interpretation and we did not get into too many situations where the party would spend overly ample time searching an entire room (a suspicious section, maybe, but after a quick search for traps).

Cheers,
/ds
 

The problem isn't just with searching. Any time the PCs spend too much time in one place, you need to make sure time keeps moving in the rest of the world too. When the players IMC started to get too cavalier about the passage of time, I took some rather extreme steps to break them of that habit.

In this particular adventure, the PCs snuck in the back door of an underground stronghold, intending to strike by surprise. After a couple of hard fights, they holed up in a defensible room to rest and recover spells. Not smart! That lost them the advantage of surprise, and gave the enemy eight hours to plan, scheme, and organize.

By the time they left that room, they found that Wall of Stone and Wall of Iron spells had been used to block off some doors and hallways, leaving them only one way to go. That remaining corridor was scattered with caltrops, and packed with mundane and magical traps. Plus, a Guards and Wards spell was running, what with the fog and the illusions and the misdirection effects.

To add insult to injury, there was nobody left in the place. The Main Bad Guy knew he was no match for the adventurers, so he strolled out another door, taking all his bodyguards and important treasure with him. Since the PCs were sent to rescue some of his slaves, he had all the slaves butchered, and spelled out a friendly little note with their entrails.

Maybe I was a bit overdramatic, but now my party knows better than to waste time in a dungeon. :D
 

One thing my group has done to ameliorate the extensive durations of taking 20 is stating a certain amount of time someone searches and then rolling the appropriate amount of d20's. So search for say 2 minutes rolling 12 d20's @ 1/rd and chances are you are going to roll fairly well. If using the aid another option as well the rogue's search check is going to be on average really high.

Doing this makes sense as searching a 5x5x5 area in real life will usually take longer than 6 seconds but rarely would take 20 minutes.
 

Glad that works for you, but I thought the whole purpose of the Take 10 and Take 20 rules were to prevent rolling hordes of dice.

IceBear
 




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