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General Tabletop Discussion
*Dungeons & Dragons
Inspiration From Nat 20 Will Bog Down The Game
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<blockquote data-quote="Sir Brennen" data-source="post: 8745185" data-attributes="member: 553"><p>Exactly. But as Mistwell points out, that approach can be problematic when searching for things like secret doors and traps. The PHB mentions using Passive Checks, but also has a sidebar dedicated to Finding Hidden Things, where it says the player makes the Perception check, based on the description of where they're looking. It doesn't really offer advice on handling players who name every single object, in every single room, as something they want to search.</p><p></p><p>But to me, the fact the players make the roll at all is weird. If you make a roll that obviously, or even just likely, fails then the <em>player</em> knows they failed. How can you know the difference between "failing" to find anything - meaning you find nothing - versus "succeeding" to find nothing?</p><p></p><p>Getting rid of that weirdness would resolve the issue and probably the Nat 20 abuse question.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 8745185, member: 553"] Exactly. But as Mistwell points out, that approach can be problematic when searching for things like secret doors and traps. The PHB mentions using Passive Checks, but also has a sidebar dedicated to Finding Hidden Things, where it says the player makes the Perception check, based on the description of where they're looking. It doesn't really offer advice on handling players who name every single object, in every single room, as something they want to search. But to me, the fact the players make the roll at all is weird. If you make a roll that obviously, or even just likely, fails then the [I]player[/I] knows they failed. How can you know the difference between "failing" to find anything - meaning you find nothing - versus "succeeding" to find nothing? Getting rid of that weirdness would resolve the issue and probably the Nat 20 abuse question. [/QUOTE]
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