Charlaquin
Goblin Queen (She/Her/Hers)
Nowhere in that quote does it say the character doesn’t get a save.It was back in the example of the pit trap... here we go
Nowhere in that quote does it say the character doesn’t get a save.It was back in the example of the pit trap... here we go
I addressed this seeming contradiction upthread in a way that makes the various rules make sense together:I want to apologize to @Maxperson here. I forgot the first rule of D&D: specific trumps general.
While it is true that using Perception of find a thing requires searching, and that the passive use of a skill does not change that in general, the rules regarding secret doors are specific: you use your passive perception to notice them as you walk by "without actively searching for it." Previously I checked and quoted only the Perception and passive skill use rules and did not look at the specific secret doors, or even the traps section (which uses a similar rule). This actually feels contradictory to the intent of Perception and Passive use as described in the PHB, but there it is.
A passive check doesn't necessarily indicate a passive amount of effort, but there's certainly a distinction that can be drawn between checking stuff out while you're walking around and doing a much more in-depth search which may indeed cost time and call for an ability check. It's just in this specific case, the player hasn't offered anything for the DM to resolve in that fashion.
You're doing enough to notice them, according to the rules for secret doors and traps, with a penalty at a fast pace per the travel pace rules. Which is fine in my view as that's only the start of the exploration challenge. Now, if detected, it's on to figuring out how the secret door or trap works. Then, in the case of traps, disarming or circumventing them.
If a character doesn't notice a trap or secret door while traveling the adventure location (because their PP is lower than the DC for the secret door or trap), they can certainly stop, spend more time in a specific area, and potentially make an ability check which can exceed their passive score. Similar to a Search action during combat.
The travel rules refer to "hidden threats," which can certainly include traps. The travel rules do not mention searching for secret doors as an activity while traveling. This would fall under this rule: "However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM's permission." So a DM can say "searching for secret doors" is at least as distracting as navigating, drawing a map, tracking, or foraging and you can't also notice hidden threats. That's certainly what I do. If you want the benefit of finding secret doors while traveling the adventure location, which are always great finds in my game, you're going to have to put yourself at some risk.
Also: I find it interesting that we stopped discussing the actual topic of this thread a LONG time ago.
Bad things can indeed happen to your character as a result of actions you take. This is true regardless of DMing technique. Either you’re ok with that risk or you aren’t.And that all sounds perfectly fine. But the moment you ask "do you walk across the rug" I'm stopping what I was doing and trying to figure out what is up with the rug, because you have now indicated that there is something there that I missed, and needs to be figured out before I can get to the desk.
Likewise, if you ask "Do you search from in front of or behind the desk?" I now have a problem. To me, this question indicates there is a trap, I'm going to set it off, and I'm trying to guess which side is the safe side to stand on. Which is frustrating, because I would have imagined my searching the desk to give me a chance to notice any trap. Most likely though, considering I have no idea of knowing which side is safe and accepting I'm about to lose hit points, my answer would be "both, starting with the front" because my OTHER concern is, much like I have experienced in real play, searching one and not the other means I'm going to miss an important clue that could harm the party if missed.
And I know "why don't you trust the DM?" Because I've been burned in the past, and the way you phrase those questions, the way those factors didn't come up until after I made my declaration, locking me into my actions, signals to me "You messed up, you are going to get hurt". And you can state that you wouldn't do that til I'm blue in the face, but it doesn't change the fact that that is immediately where my mind goes, because that is exactly like the scenarios I faced that were done by the DMs who relished in that.
And the fact is, you recognize that, and that almost seems like your intent. Because you want the player to declare their actions so they DON'T "come back after something bad happens and say “But I didn’t mean I looked under the rug.“. or “I didn’t mean I opened the Armoire.” If you mean something, say it." So my instinct that something bad might happen if I say or do the "wrong thing" is 100% accurate, because the reason you want me to be specific is so that when something bad happens I can't blame you.
Again, most of your example sounds perfectly fine. But then I see these hidden shards of glass in the muffin and my only response is "this is why some players want to roll, instead of declaring an action" because the dice roll can give them more information so that they can make informed actions, instead of going in blind and trusting that they didn't make a mistake. Which, quite often, they did make a mistake.
maybe Perception isn't working for you but "I don't have X skill" insert anything in x... "I don't know how to describe X because it isn't something I do"This is not something I have ever actually experienced. In real life, saying “I’m hearing that you want to find out if there’s anything hidden here. What is your character doing to try to find that out?” (or similar) has always resulted in the player describing an in-character action. But, I suppose, I would say something like “I’m not looking for some magic words that will let you make a perception check. I’m trying to form a clear picture of what is happening in the fiction so I can determine if you even need to make a check. Depending on what you do, you might just find whatever you’re looking for automatically.”
becuse it is the root... but only an example... I can't tell you how I disarm the trap, I can't tell you how I climb a sheer surface, I can't tell you everything... and I don't expect every player to be able to... and some people even lay traps "If you say you do X not only do you not get a check but a trap goes off"Ummm…am I missing something, I’ve read some but not all of the thread, why are we still on this question?
except we already did that dance and got "I get that now how do you search" and "Where do you search"The standard request from DMs who IIke their player to not gameify their D&D is simply to say, “I search the room” rather than “I make a perception check”…and when I say, “ok, you want to search the room, make an investigation check”
yeah... that seems fine to me.they say, ”I’d rather use perception, I’m better at that“ I say “fine” because I’m not a rules monger, but if I am, I clarify “ok, but using perception rather than investigation means you just look closely at everything, don’t open the drawers and stuff.”
yeah me tooAnd then they say, what if I open all the drawers and then do a perception check”. again, i say “fine…do it.“
I would most likely use the perception check against hte DC to notice the trap... but I am not telling you that you have to... I am saying you shouldn't be forceing people to give tons of exposition on how they do things...And then when they do, I say the second drawer from the top explodes and ask for a dex save, 2 d6 damage on a fail, half on a success. And then they get pissed at me, and I say someone doing an investigation check would have noticed the trap before opening the drawer, and also, someone that just accepted the precondition of not touching things when they request to “search the room” with perception rather than investigation would have also noticed the trap.
right... cause that is antagonistic and a way to have less friends.But no, you opened the drawers before you searched, haha. I don’t do all that bs,
or people that litterally ask "I don't know how to do X... can someone tell me"but if you want to, perfectly fine. It all starts with, “tell me what your character wants to do, not what you want to do”. It’s pretty easy, only d-bags refuse to play along and discover the fun of how game works.
This one I have actually had happen before. A player once said she wanted to check a door for traps and I said “I’m hearing that you want to find out if the door is trapped; what does your character do to try and find that out?” She kind of blinked and said “something my character would know to do because she’s trained at finding traps and I’m not?” I responded, “I recognize that you’re not an expert on traps, neither am I. I just need to be able to picture what’s happening in the fiction in order to adjudicate the result. So, just give me a reasonably specific description and I will do my best to interpret your intent generously, keeping your character’s specialized training in mind.” I don’t remember exactly what she described, I think she said something about looking all around the seams and the handle for any signs of mechanisms. Since there was indeed a lever on the other side that would be pushed triggering a simple bell alarm if opened, I determined that looking at the seams for a mechanism would indeed result in finding that mechanism, with no reasonable chance of failure or consequence, so I told her “oh, yeah, you don’t even need to roll for that,” and proceeded to describe the lever, and note that she could easily determine that opening the door would set off whatever the trap was. After that, she was consistently one of the most confident and creative players at the table when it came to action declarations, and frequently achieved her goals without needing to make checks as a result.maybe Perception isn't working for you but "I don't have X skill" insert anything in x... "I don't know how to describe X because it isn't something I do"
maybe Perception isn't working for you but "I don't have X skill" insert anything in x... "I don't know how to describe X because it isn't something I do"
This is a fantastic way to express the level of specificity I mean when I say “reasonably specific!” I don’t need to know every little detail of what your character is doing. I just need to know enough to translate the words you say into a little movie in my head. Like a director imagining a scene from its description in the script. Magnificent!Imagine it as if I needed them to be a script writer and I'm the movie director, and the need to provide me only with enough details that I can imagine and film the scene.
i disagree with your use of the term railroad... and I disagree entirely on you version of what I said...It's railroading precisely because you are asking for clarification because someone chose "a harder way". You aren't seeking clarification because you don't know the specific intent. You are seeking clarification because you are surprised by or skeptical of the stated intent. This seems innocuous and can have very good motives, but it is a form of railroading.
See a description of railroading here:
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Techniques for Railroading
Railroading refers to a variety of techniques use to limit player freedom of choice. Some distinction should be made in my opinion between the act of limiting player choice (“railroading”) and a game which has limited or no player choice as its most salient feature (a “railroad”). Virtually...www.enworld.org
except there is no right or wrong path in my games... so I can't hint at a right path. I can only give them the information they would have.As I outline in the above essay, one of the ways of keeping players on the "right path" is hint to them that they are making the "wrong" choices by saying things like, "Are you sure you want to do that?"
I disagree with your premise of railroading.It's not wrong to say to players, "Are you sure you want to do that?", but it is railroading.
i agree here. I even sometimes DO railroad. (it just came up in another thread about invisable rails)One thing you have to understand is that I'm not saying that railroading the players is wrong.
yeah... I mean the game is boaring if batman goes on patrol and misses all the crimes.But that position isn't rational, because all games depend on at least a little bit of railroading. Player just except that "coincidentally" things happen to them, the way if you are Batman watching a dark alley there will be a mugging in it while you happen to be watching it.
but it seems you are more intrested in making assumtions then reading what I wrote.You think I'm mainly criticizing like you think I think you are "doing it wrong". Mostly, I'm just trying to understand how your game works.
I only half get this...I do however have a strong preference for stating propositions in the form of fictional positioning rather than Moves, even when the fictional positioning is mostly color. It's just good narration and story building, something all table participants should be doing. And concrete fictional positioning is almost always good.
i found the reverse... we used to do that. and what we always got was the same players being the face. the same players avoiding it (and hey look at that it's the ones that are good at talking vs those not so much). once we started useing cha skills more we found that players that used to avoid the face role took it... and after a little bit (in some cases really little like one or two times) of rolling dice and realizing that it didn't matter what they said, they were willing to try to say things... and the more they tried the better they got.I do have a strong preference for demanding social interactions be done in the form of in character role play, but even then I don't think it's necessarily wrong not to do those things just less... skillful, and I try to push players and GMs toward more skillful play because it's more entertaining ultimately for everyone involved.
I mean as long as he isn't a jerk I am happy if he is happy... and I don't get not being.Like when I go to a con and there is a guy there that clearly has been gaming for 30 years or something and he literally can't Role Play in character, he's always in pawn stance and he's only focused on "winning", that makes me sad both because it detracts from my experience and because he's devoted his life to a hobby he's not actually very good at. (And if he's also a jerk to the GM and my daughter, well that's even worse.)
this is important (and one of those things all us DMs in my group don't all run the same)Depends on how long they've been playing with me. If they've never fallen before and they try to jump off a great height, I'll remind them that in the real-world heights are dangerous. My expectation is that my players will make propositions based off casual understanding of realism.
oh... oh wow 40ft... that is low even most of teh 'realistic' DMs in my group don't start that till 100ft.If the player really doesn't seem to understand the consequences of their proposition and they are new, I might in fact railroad them a bit by saying things like, "You think a 40-foot fall will probably kill you."
I look at it like this... if I in real life look at a fall and assume most people would not survive it, I have a reason to understand that. If someone hears "50ft down" and then says "Um okay I jump down" it is kind of on me to let them know if there character that grew up in these rules would know or atleast be able to suspect that is suicidal.or explaining to them the rules for falling in my game if they've never encountered them before. But ultimately, if you don't let the players choose freely to do things that are unwise, then you aren't really letting them play the game. At some point they have to learn not to push the Red Buttons, even if it takes losing a few characters.
oour youngest is early 30's and has a 2 year old... he is still the kidI've got one kid (he's like 25 at this point, so not really a kid)
yeah, and I would not take that choice away from him. I just would make sure it was an informed choicein my current group that has never quite learned that. He's lost more characters than the rest of the group combined. It seems like every few sessions he does something despite the warnings of everyone else in the group, and then he goes, "I didn't think it would be THAT bad." But, maybe he just likes dying spectacular deaths and making new characters.
or maybe he miss heard or miss understood something...An experienced player tells me that he wants to jump off or into something, well, hopefully he has a plan.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.