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<blockquote data-quote="Tony Vargas" data-source="post: 7012439" data-attributes="member: 996"><p>There's been many ways to approach D&D over the decades. The game's emphasis on puzzles, traps, & tricks is from its early days, when a big part of it was developing player skill. Yes, you leveled up your character as you played, but you were expected to figure stuff out yourself, and accumulate knowledge of the game and use that (some folks'll object to this, but, /even if there was no way your character would have gained that knowledge).</p><p></p><p>Over time, D&D introduced more and more mechanics to model the skill/knowledge/experience of the character rather than using that of the player. Taking advantage of that might help your group.</p><p></p><p>You can use the PCs' passive perception as a guide to what sorts of clues they might notice fore they set off a trap or wander past a secret door, or whatever. You could calculate and use a passive insight or even investigation the same way. </p><p></p><p>Typically, the DM lets players declare actions but you might want to prompt obvious actions, or even just call for checks to give them a broad hint that's something's up.</p><p></p><p>Or, you can just place deadlier traps and more important secret doors and more critically important puzzles until they get the idea they really need to remember to search for traps as they go and the like.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7012439, member: 996"] There's been many ways to approach D&D over the decades. The game's emphasis on puzzles, traps, & tricks is from its early days, when a big part of it was developing player skill. Yes, you leveled up your character as you played, but you were expected to figure stuff out yourself, and accumulate knowledge of the game and use that (some folks'll object to this, but, /even if there was no way your character would have gained that knowledge). Over time, D&D introduced more and more mechanics to model the skill/knowledge/experience of the character rather than using that of the player. Taking advantage of that might help your group. You can use the PCs' passive perception as a guide to what sorts of clues they might notice fore they set off a trap or wander past a secret door, or whatever. You could calculate and use a passive insight or even investigation the same way. Typically, the DM lets players declare actions but you might want to prompt obvious actions, or even just call for checks to give them a broad hint that's something's up. Or, you can just place deadlier traps and more important secret doors and more critically important puzzles until they get the idea they really need to remember to search for traps as they go and the like. [/QUOTE]
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