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New to EN World, have some general questions about being a DM
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<blockquote data-quote="DonTadow" data-source="post: 3391411" data-attributes="member: 22622"><p>Traps can really slow down a game if not done right. They aren't that. exciting (well the dmg ones- check out grimoires traps and you'll see what i'm talking about)</p><p></p><p>What I do in my game, one of the ways i speed up combat, is to put the search skill (in relation to traps) as a secret roll made by myself as per spots and listens. </p><p></p><p>If a player indicates that he is searching for traps along the way, instead of doing the tedious roll every 5 ft (and break the tension of an otherwise well designed adventure) I roll a secret search roll for that player against every trap up ahead. If your players don't like you rolling for them, then ask them to preroll about 10 to 20 search rolls and submit it to you before each game. My players understand the necessity of secret rolls so its not a problem. </p><p></p><p>This speeds up game dramtically without taking anything away from the thief. </p><p></p><p>NOw, if a player says that they want to take 20, you got to make sure that player is taking 20 and understands the time constraint. If a player takes 20 in my game, they are doing just that. I often concentrate solely on the other players for a few minutes, asking what they are doing. </p><p></p><p>If one of your players is taking 20, you have to make sure they know how "real" time is in your game, else they will use this as a cop out for every roll. </p><p></p><p>Most people do this with random encounters, but I'm a firm anti-believer in random encounters, however, that is not to say that other dizenens of the dungeon do not hear them and are setting up things in the future. Have the other monsters be prepared for the pcs. After all, all that searching causes some noise. Depending on a listen check by the npcs, they may even get a +2 to initiative or a surprise round if they can hear the tapping on the floor and checking of every wall.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 3391411, member: 22622"] Traps can really slow down a game if not done right. They aren't that. exciting (well the dmg ones- check out grimoires traps and you'll see what i'm talking about) What I do in my game, one of the ways i speed up combat, is to put the search skill (in relation to traps) as a secret roll made by myself as per spots and listens. If a player indicates that he is searching for traps along the way, instead of doing the tedious roll every 5 ft (and break the tension of an otherwise well designed adventure) I roll a secret search roll for that player against every trap up ahead. If your players don't like you rolling for them, then ask them to preroll about 10 to 20 search rolls and submit it to you before each game. My players understand the necessity of secret rolls so its not a problem. This speeds up game dramtically without taking anything away from the thief. NOw, if a player says that they want to take 20, you got to make sure that player is taking 20 and understands the time constraint. If a player takes 20 in my game, they are doing just that. I often concentrate solely on the other players for a few minutes, asking what they are doing. If one of your players is taking 20, you have to make sure they know how "real" time is in your game, else they will use this as a cop out for every roll. Most people do this with random encounters, but I'm a firm anti-believer in random encounters, however, that is not to say that other dizenens of the dungeon do not hear them and are setting up things in the future. Have the other monsters be prepared for the pcs. After all, all that searching causes some noise. Depending on a listen check by the npcs, they may even get a +2 to initiative or a surprise round if they can hear the tapping on the floor and checking of every wall. [/QUOTE]
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