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<blockquote data-quote="redrick" data-source="post: 7299585" data-attributes="member: 6777696"><p>This is a legitimate concern. It would suck for a player to say, "We're always searching for traps, so I'm going to take proficiency in Investigation, because that's something I'd like to be good at," and then find that every time a trap was encountered, it was entirely a series of carefully presented auto-success actions, followed by a roll on Thieve's Tools.</p><p></p><p>Personally, I think the best way to handle this is just to make sure you are presenting your PCs with complex enough challenges that a roll on the old Investigate is required. I am not interested in "I search the room" checks. What's the point of describing a room if the players just walk in and say, "I search the room .. um, 17." What I would aspire to do, is to provide situations where just looking under the bed or going through the dresser isn't good enough. "There's a trip-line on the dresser drawer, but the mechanism looks complex. It's not obvious that cutting the line will disarm it." (A character who continues along this path is likely to encounter an Investigation check.) Most of the stuff our players are capable of describing in its entirety is probably not going to clock over a DC 10, unless the player happens to be a locksmith.</p><p></p><p>And again, my goal is generally not to present head-scratchers to the players. It's just to keep the focus on the fiction and the details.</p><p></p><p>Not saying I always do the above, but, if I were planning ahead, it's what I would try to do. It's like the conversation about Reliable Talent. PCs auto-succeed at everything? Give them something harder to do!</p><p></p><p>Our dialog encounters definitely have auto-success equivalents to looking under the bed or behind the painting. If the interaction can be framed in an obvious fashion and the NPC would be inclined to comply, no roll is needed. "I ask the guard for directions." Etc.</p></blockquote><p></p>
[QUOTE="redrick, post: 7299585, member: 6777696"] This is a legitimate concern. It would suck for a player to say, "We're always searching for traps, so I'm going to take proficiency in Investigation, because that's something I'd like to be good at," and then find that every time a trap was encountered, it was entirely a series of carefully presented auto-success actions, followed by a roll on Thieve's Tools. Personally, I think the best way to handle this is just to make sure you are presenting your PCs with complex enough challenges that a roll on the old Investigate is required. I am not interested in "I search the room" checks. What's the point of describing a room if the players just walk in and say, "I search the room .. um, 17." What I would aspire to do, is to provide situations where just looking under the bed or going through the dresser isn't good enough. "There's a trip-line on the dresser drawer, but the mechanism looks complex. It's not obvious that cutting the line will disarm it." (A character who continues along this path is likely to encounter an Investigation check.) Most of the stuff our players are capable of describing in its entirety is probably not going to clock over a DC 10, unless the player happens to be a locksmith. And again, my goal is generally not to present head-scratchers to the players. It's just to keep the focus on the fiction and the details. Not saying I always do the above, but, if I were planning ahead, it's what I would try to do. It's like the conversation about Reliable Talent. PCs auto-succeed at everything? Give them something harder to do! Our dialog encounters definitely have auto-success equivalents to looking under the bed or behind the painting. If the interaction can be framed in an obvious fashion and the NPC would be inclined to comply, no roll is needed. "I ask the guard for directions." Etc. [/QUOTE]
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