Beginning of the End said:
The lack of a mechanic for handling searches requires significant adjustment.
What lack? Either
(A) You open the closet and see the skeleton in it, or you don't and so you don't.
or
(B) There's a chance you
might find something, so the DM rolls a dice.
D&D Vol. 3 said:
Secret passages will be located on the roll of a 1 or a 2 (on a six-sided die) by men, dwarves or halflings. Elves will be able to locate them on a roll of 1-4. At the referee's option, Elves may be allowed the chance to sense any secret door they pass, a 1 or a 2 indicating that they become aware that something is there.
If that doesn't suit you, then change it; you are, after all, the Dungeon
Master!
However, to claim that it does not exist is preposterous.
The result supported the fact that
encounter design, not fundamental changes in gameplay, is the difference most people describe in 3E versus pre-3E play.
I think the really fundamental change makes a fundamental difference -- but admittedly not to what "most people" around here describe.
The "mechanical" giveaway to the magic-using classes (especially versus AD&D) would produce in any case the very problems that it has in the event produced. The common change in "play style" (already widespread in the 2e era) just exacerbated those.
If you design situations instead of plots, it's actually quite trivial to design non-linear printed adventures.
This was always a problematic usage of "adventure". "Dungeon module" or "scenario" suggests a situation.
An adventure, properly, was formerly a risky undertaking on the part of the players. It was
events arising in play.
The association simultaneously with
events and with
a text almost inevitably suggests a plot instead of a situation.