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<blockquote data-quote="Obreon" data-source="post: 7213229" data-attributes="member: 6815225"><p>Or you can go with a version of what <a href="http://theangrygm.com/tweaking-the-core-of-dd-5e/" target="_blank"> AngryGM does for group checks</a>, although I imagine some people won't be comfortable with that - it's quite a big change, if a reasonable one, to my mind.</p><p></p><p></p><p></p><p>That depends on how long a search you believe is required to give automatic success. If there's a DC25 secret door in the room, I don't think it's unreasonable to say that an hour's search is required to guarantee finding it. All I've done is allow players to skew that a bit with the initial search roll. If that's not to your taste, then I don't think it does any violence to the system to have a simple take 20 mechanic instead - be that an hour or 30 minutes. </p><p></p><p>Depending on your campaign style, it may matter that there are things that are in principle un-findable for a given character without the player giving significantly more specificity in their action declaration. If you've got a secret door that's DC30, it's unlikely that any low-level character will ever find with a straight search roll. But perhaps they will find clues that will enable a player to work out the opening mechanism without finding it directly, or perhaps this is a location that you expect them to return to at later levels - so such a DC isn't necessarily pointless. Either way it matters that there's a limit to what the characters can find, however long they search.</p><p></p><p></p><p></p><p></p><p>Well, first off, being cautious isn't always a clear tactical choice - because it costs you time, and more time means more chance that you're going to bump into something. There's a real tradeoff to make here and removing that means that players are more likely to say "we stealth all the time". That said, OoTA is a bit different because there are big distances involved, so a slow movement pace has a much bigger impact on resource usage that it does in a typical dungeon. I'd be cautious applying what I've described here to that adventure without modification.</p><p></p><p>Secondly, remember that being cautious also gives you a significantly improved chance of seeing the monsters before they see you, especially if the monsters aren't making a special effort to be stealthy. At that point there are lots of interesting options for avoiding a combat encounter. To me that's a realistic result - you're more likely to come across other creatures if you hang around longer, but you can usually hide from them if you're proceeding cautiously.</p></blockquote><p></p>
[QUOTE="Obreon, post: 7213229, member: 6815225"] Or you can go with a version of what [URL="http://theangrygm.com/tweaking-the-core-of-dd-5e/"] AngryGM does for group checks[/URL], although I imagine some people won't be comfortable with that - it's quite a big change, if a reasonable one, to my mind. That depends on how long a search you believe is required to give automatic success. If there's a DC25 secret door in the room, I don't think it's unreasonable to say that an hour's search is required to guarantee finding it. All I've done is allow players to skew that a bit with the initial search roll. If that's not to your taste, then I don't think it does any violence to the system to have a simple take 20 mechanic instead - be that an hour or 30 minutes. Depending on your campaign style, it may matter that there are things that are in principle un-findable for a given character without the player giving significantly more specificity in their action declaration. If you've got a secret door that's DC30, it's unlikely that any low-level character will ever find with a straight search roll. But perhaps they will find clues that will enable a player to work out the opening mechanism without finding it directly, or perhaps this is a location that you expect them to return to at later levels - so such a DC isn't necessarily pointless. Either way it matters that there's a limit to what the characters can find, however long they search. Well, first off, being cautious isn't always a clear tactical choice - because it costs you time, and more time means more chance that you're going to bump into something. There's a real tradeoff to make here and removing that means that players are more likely to say "we stealth all the time". That said, OoTA is a bit different because there are big distances involved, so a slow movement pace has a much bigger impact on resource usage that it does in a typical dungeon. I'd be cautious applying what I've described here to that adventure without modification. Secondly, remember that being cautious also gives you a significantly improved chance of seeing the monsters before they see you, especially if the monsters aren't making a special effort to be stealthy. At that point there are lots of interesting options for avoiding a combat encounter. To me that's a realistic result - you're more likely to come across other creatures if you hang around longer, but you can usually hide from them if you're proceeding cautiously. [/QUOTE]
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