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General Tabletop Discussion
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DM Question: How can I keep my players from taking 3 days to check a room?
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<blockquote data-quote="Chimera" data-source="post: 219760" data-attributes="member: 2002"><p>I think everyone has pretty much covered all the bases.</p><p></p><p>As above, in an active dungeon (or really, anywhere with monsters nearby), the baddies aren't going to sit still and wait for those pesky adventurers to spend 12 hours in the room down the hall searching every nook and cranny. They're going to organize a nice ambush and hit the party (surprise!) when they least expect it. And it will be a tough, bloody fight that the party probably cannot win. Not being the vengeful evil DM here, just being realistic about the self-preservation skills and interests of the monsters involved.</p><p></p><p>Another possibility: Spend an entire session doing a bit of "reverse psychology" and player baiting. Have them find trap after trap after trap. Every freaking square inch of the place. Tough Search rolls (letting them know it) and tough Disarm rolls. Nasty traps full of poison and consequences to those nearby when the Disarm fails. ("Oops! a huge cloud of poison gas fills the room. Everyone make a Fort Save, DC 20...")</p><p></p><p>Then innocently proclaim "but you keep spending so much time on this that I figured it must be the kind of game you wanted to play!"</p><p></p><p>+++</p><p>The real question is: what have you done to provoke this kind of over-cautious behavior from your players? Have you bitten them with nasty traps, then chastised them (or called them "stupid") for not taking the time to search?</p></blockquote><p></p>
[QUOTE="Chimera, post: 219760, member: 2002"] I think everyone has pretty much covered all the bases. As above, in an active dungeon (or really, anywhere with monsters nearby), the baddies aren't going to sit still and wait for those pesky adventurers to spend 12 hours in the room down the hall searching every nook and cranny. They're going to organize a nice ambush and hit the party (surprise!) when they least expect it. And it will be a tough, bloody fight that the party probably cannot win. Not being the vengeful evil DM here, just being realistic about the self-preservation skills and interests of the monsters involved. Another possibility: Spend an entire session doing a bit of "reverse psychology" and player baiting. Have them find trap after trap after trap. Every freaking square inch of the place. Tough Search rolls (letting them know it) and tough Disarm rolls. Nasty traps full of poison and consequences to those nearby when the Disarm fails. ("Oops! a huge cloud of poison gas fills the room. Everyone make a Fort Save, DC 20...") Then innocently proclaim "but you keep spending so much time on this that I figured it must be the kind of game you wanted to play!" +++ The real question is: what have you done to provoke this kind of over-cautious behavior from your players? Have you bitten them with nasty traps, then chastised them (or called them "stupid") for not taking the time to search? [/QUOTE]
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DM Question: How can I keep my players from taking 3 days to check a room?
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