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How do you do secret doors?
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<blockquote data-quote="Prakriti" data-source="post: 7086434" data-attributes="member: 6855149"><p>I'm running two Sunless Citadel games concurrently. Group A's highest passive Perception is 16, while Group B's is 12. Almost every trap and secret door in the adventure is DC 15. So if I use the passive Perception rules as written, Group A will find every secret door and trap, every time, and Group B will miss every trap and secret door, every time. That doesn't seem fun or fair. </p><p></p><p> </p><p>...so I used this method instead. And I must say, it worked very, very well. In play, it definitely recaptures the feel of the older editions, which is what I wanted, and it solves what I feel is a serious problem in the default rules. Instead of seeing absolutely everything, Group A missed a secret door and a set of footprints in the dust, but saw two traps. Instead of the adventure proceeding in a predictable fashion, with so much predetermined by a single ability score, we had a few surprises.</p><p></p><p>Anywho, I first heard about this method last year, but it looks like the original discussion was nuked in the Great Forum Disaster. I seem to remember someone saying that this rule was actually part of the D&D Next playtest at some point, but was eventually removed. Does anyone remember if that's true, and if so, why the rule was nixed?</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7086434, member: 6855149"] I'm running two Sunless Citadel games concurrently. Group A's highest passive Perception is 16, while Group B's is 12. Almost every trap and secret door in the adventure is DC 15. So if I use the passive Perception rules as written, Group A will find every secret door and trap, every time, and Group B will miss every trap and secret door, every time. That doesn't seem fun or fair. ...so I used this method instead. And I must say, it worked very, very well. In play, it definitely recaptures the feel of the older editions, which is what I wanted, and it solves what I feel is a serious problem in the default rules. Instead of seeing absolutely everything, Group A missed a secret door and a set of footprints in the dust, but saw two traps. Instead of the adventure proceeding in a predictable fashion, with so much predetermined by a single ability score, we had a few surprises. Anywho, I first heard about this method last year, but it looks like the original discussion was nuked in the Great Forum Disaster. I seem to remember someone saying that this rule was actually part of the D&D Next playtest at some point, but was eventually removed. Does anyone remember if that's true, and if so, why the rule was nixed? [/QUOTE]
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