How many times do you let players roll Spot, Search, Listen, etc.?

I don't run into these problems because I only make reactive rolls except for a few exception.

Basically, most perception check has an immediate repercussion that preclude a retry.

A failed spot check means the PC fall in the ambush. A failed Search checks means the rogue triggered the trap etc.

There's the occasional proactive check ("Do I hear something on the other side of the door?") but for the most part a failed perception check makes a retry moot.

BTW : Take 20 on spot and listen? Only if the other guy can take 20 on his hide and move silently. ;)
 

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If it's a static situation, I roll the perception rolls as a DM (e.g. if they notice the rogue spying on them from afar). If the results of the check are immediate, the players themselves roll. Examples of the latter would be "I try to listen for the invisible guy" or when an ambush is imminent (in which case those succeeding in their Spot roll get to act during the surprise round).
 

There is, however, a certain level of DM-bastardliness that you can attain by saying "Ok, everybody roll a spot check. What's the highest number? Ok, thanks." and then just continuing with what they were doing as though nothing had happened. What did they not see? Will they ever know, or are they about to find out? Were you just messing with them? Fun times... :D
 

In ym game, sometimes I allow retries, and other times, I do not.

For example, if someone searches something, I let them retry as many times as they want. Hell, the wall/door/whatever is still there, they can search it all they want.

Spot and listen, I only allow once per instance. If there are duergar waiting in ambush, they get one spot and one listen to detect their prescense. IF one of them moves, or something, then I might allow a second check.

At the beginning of a fight, I allow spot and listen checks to determine surprise. Those are only rolled once, because they are attacking you if you fail, no need to roll a check to spot something screaming bloody murder and hacking you with a greatsword.
 

Stalker0 said:
As far as rerolling those checks... only allowing it if the situation changes to make it easier. For instance, if there's goblins behind a door, allow the party to make a listen check to hear them. If they fail they fail. However, if the goblins start to argue about something, allow them another one... but don't let them make checks just to make checks.


Agreed. No rechecks/retries unless the situation warrants it.
 

If a player wantys tom reroll, I'll let them. They won't succeed or I'll at least give them a heavy minus, but it makes players happy when they feel they have a a chance.
 

Our DM usually lets us roll ourselves, and we don't have to wait for him to tell us to roll. If we are wandering through the forest, we can, at any time, ask to make a Spot check for whatever reason. Maybe look for an ambush up ahead, or whatever. If we roll low, then we roll low. Our character's don't know that. We don't tend to metagame, at least not in that way ;)

If you let the DM roll for you, then you'll never know if you rolled high or low. To me, this is important to know, because it adds to the excitement of the situation. You'll never know why you failed, or why you succeeeded. For example, if I roll a 20 and don't Spot anything, I'll know that there is a good chance there is nothing to Spot. I know I did my best, and all conditions were in my favor. I can continue on my way confidently. On the other hand, if the DM does the roll, I won't know how well I spotted. I won't know if the sun was in my eyes, or if I was very thorough and there really wasn't anything around to Spot. Now if the DM is good, he'll at least describe this to you, "Oh, the sun was in your eyes, you couldn't see anything up ahead". And if that is the case, you will know you rolled low, and want to reroll anyway. This is no different than rolling yourself, seeing that you rolled low, and asking for a reroll.
 

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