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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="iserith" data-source="post: 7896197" data-attributes="member: 97077"><p>I use secret doors regularly and they are typically ways to find short cuts around dangerous areas such as complex traps, safe places to rest, or they lead to treasure. (I do not usually offer treasure as a result of combat.)</p><p></p><p>A general search of an area takes 10 minutes which may call for a wandering monster check. If the attempt to find secret doors has an uncertain outcome and a meaningful consequence of failure, then it's a Wisdom (Perception) check to find it. Once it is found, it takes some effort and time (another 10 minutes) to figure out their working, often calling for an Intelligence (Investigation) check.</p><p></p><p>This does a few things for the game. First, it incentivizes engagement with the exploration pillar. This approach offers meaningful trade-offs between trying to gain an advantage at the risk of wandering monsters. It also encourages players not to dump Intelligence. If finding a secret door is always beneficial, what I've found is players are really pumped to find them.</p></blockquote><p></p>
[QUOTE="iserith, post: 7896197, member: 97077"] I use secret doors regularly and they are typically ways to find short cuts around dangerous areas such as complex traps, safe places to rest, or they lead to treasure. (I do not usually offer treasure as a result of combat.) A general search of an area takes 10 minutes which may call for a wandering monster check. If the attempt to find secret doors has an uncertain outcome and a meaningful consequence of failure, then it's a Wisdom (Perception) check to find it. Once it is found, it takes some effort and time (another 10 minutes) to figure out their working, often calling for an Intelligence (Investigation) check. This does a few things for the game. First, it incentivizes engagement with the exploration pillar. This approach offers meaningful trade-offs between trying to gain an advantage at the risk of wandering monsters. It also encourages players not to dump Intelligence. If finding a secret door is always beneficial, what I've found is players are really pumped to find them. [/QUOTE]
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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