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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="doktorstick" data-source="post: 221462" data-attributes="member: 4485"><p>The problem with wandering monsters and other inhabitants is that the PCs can use this to their advantage. It can't be the only solution. Wandering monsters should not give experience as per a previous poster's suggestion otherwise its a blessing in disguise to players.</p><p></p><p>As for the "creature next door", the non-searching PCs can setup a defensive position prior to the rogue's "Take 20" search. The monster next door (or wandering for that matter) walks into a well-defended room. Monster annhilated.</p><p></p><p>Then enter the D&D cheese factor. The DM increases the difficulty of the wandering monsters or keeps the hordes coming. Pay no mind that tens of monsters are "discovering" the dungeon, four-levels underground. Nor the fact that the PCs, after several room searches, no longer have adversaries in the other sections of the dungeon... because they all came-a-calling.</p><p></p><p>Player1: I "Take 20" to search.</p><p>DM (rolling a few dice): A pair of destrachen wander into the room.</p><p>Player1: We cleared this level already.</p><p>Player2: Apparently not. Either the destrachen passed the Trap of Doom (TM), threw rose petals to activate the portal, and then climbed down the harrowing Chute-o-Death (TM) to get here; or we missed something.</p><p>Player1: You're right! Let's "Take 20" searching this entire level.</p><p></p><p>Cheers,</p><p>/ds</p></blockquote><p></p>
[QUOTE="doktorstick, post: 221462, member: 4485"] The problem with wandering monsters and other inhabitants is that the PCs can use this to their advantage. It can't be the only solution. Wandering monsters should not give experience as per a previous poster's suggestion otherwise its a blessing in disguise to players. As for the "creature next door", the non-searching PCs can setup a defensive position prior to the rogue's "Take 20" search. The monster next door (or wandering for that matter) walks into a well-defended room. Monster annhilated. Then enter the D&D cheese factor. The DM increases the difficulty of the wandering monsters or keeps the hordes coming. Pay no mind that tens of monsters are "discovering" the dungeon, four-levels underground. Nor the fact that the PCs, after several room searches, no longer have adversaries in the other sections of the dungeon... because they all came-a-calling. Player1: I "Take 20" to search. DM (rolling a few dice): A pair of destrachen wander into the room. Player1: We cleared this level already. Player2: Apparently not. Either the destrachen passed the Trap of Doom (TM), threw rose petals to activate the portal, and then climbed down the harrowing Chute-o-Death (TM) to get here; or we missed something. Player1: You're right! Let's "Take 20" searching this entire level. Cheers, /ds [/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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