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<blockquote data-quote="Herremann the Wise" data-source="post: 5693406" data-attributes="member: 11300"><p>I think it relatively easy to build some advantages in here. Remember though that the prime motive of all of this is to get the PCs interacting with their environment as much as possible so they can be immersed in the game, the situation and what is going on. If the system makes things automatic, then this prime motive goes out the window - and likewise as you and Lost Soul say from the player's perspective, they miss out on enjoyably flexing their mental muscles too.</p><p></p><p>As such the process should be:</p><p></p><p>1) A pointer that something may be important.</p><p>If you have a secret door in a 500ft. blank corridor, you're asking for trouble. Instead if there is a statue or something of significance that can be investigated, you stop the paralyzing 5ft. search macro.</p><p></p><p>2) The PCs must interact with the environment.</p><p>Even the master perception PC too! If the <em>player </em> triggers the secret door with the tooth lever then they should be rewarded (XP, "Hero" point or some other game currency that can be used to advantage).</p><p></p><p>3) Give any automatic information.</p><p>If the player doesn't find this, then the master PC will, but only after the location has been interacted with. It is up to the DM and knowledge of their players when to keep things moving.</p><p></p><p>On the one hand you do set the passive DCs by choosing whether to have a master secret door or standard secret door. However, your choice of which door is not in a vacuum. You should still be guided by the environment, situation and history - not the ranks of your PCs. This also gets back to the pointer point I made, if you have something to be discovered then there should be some guide that a particular area requires more than just passive perception. If it's in the middle of nowhere, then you are just setting your game up for fail or paralyzing search routines.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5693406, member: 11300"] I think it relatively easy to build some advantages in here. Remember though that the prime motive of all of this is to get the PCs interacting with their environment as much as possible so they can be immersed in the game, the situation and what is going on. If the system makes things automatic, then this prime motive goes out the window - and likewise as you and Lost Soul say from the player's perspective, they miss out on enjoyably flexing their mental muscles too. As such the process should be: 1) A pointer that something may be important. If you have a secret door in a 500ft. blank corridor, you're asking for trouble. Instead if there is a statue or something of significance that can be investigated, you stop the paralyzing 5ft. search macro. 2) The PCs must interact with the environment. Even the master perception PC too! If the [I]player [/I] triggers the secret door with the tooth lever then they should be rewarded (XP, "Hero" point or some other game currency that can be used to advantage). 3) Give any automatic information. If the player doesn't find this, then the master PC will, but only after the location has been interacted with. It is up to the DM and knowledge of their players when to keep things moving. On the one hand you do set the passive DCs by choosing whether to have a master secret door or standard secret door. However, your choice of which door is not in a vacuum. You should still be guided by the environment, situation and history - not the ranks of your PCs. This also gets back to the pointer point I made, if you have something to be discovered then there should be some guide that a particular area requires more than just passive perception. If it's in the middle of nowhere, then you are just setting your game up for fail or paralyzing search routines. Best Regards Herremann the Wise [/QUOTE]
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