I wouldn't mind an Investigation roll revealing the solution. I just want to have something specific so it's not just "OK, you've found the secret door and it opens to reveal ..." I want WotC's writers to put some effort into thinking about (and then communicating) how their dungeons actually work. They're generally much better about this with traps than they are with secret doors.Sort of. After awhile it becomes a game of search a thousand books and turn everything to the right to try to open the door.
While I agree with you, I think GMs can put some effort in running adventures too.I wouldn't mind an Investigation roll revealing the solution. I just want to have something specific so it's not just "OK, you've found the secret door and it opens to reveal ..." I want WotC's writers to put some effort into thinking about (and then communicating) how their dungeons actually work. They're generally much better about this with traps than they are with secret doors.
I feel like that's not really encouraged and supported though.While I agree with you, I think GMs can put some effort in running adventures too.
Ha, I love this. I am a decent cook, but a terrible baker. I have never been able to follow the rules entirely, but I can skirt them and make something delicious. I am never quite sure where this "run it as is with no deviation" idea came from. Though, I totally understand the disappointment in an instant cake mix tasting like an instant cake. When there is no effort, there is no flavor.I feel like that's not really encouraged and supported though.
Adventures are presented in much the same way as instant cake mix: You're kind of just expected to use them as is for the basic experience and at best you'll get the little recipe on the side for the one variation, but you're going to have to look elsewhere for how to really use it to make something special.
TruthI think traps and secret things should be made into full blown encounters. "Semi non combat" encounters. And just like monster encounters each character type would have an advantage vs one or more types, be average at some, and be horrible at others.
Like Barbarians are good at natural, strength and ones that can be smashed. Rangers get natural, hunting and target critical hit types. Wizards get general magic, ancient magic and magic trickery types. Clerics get divine magic, religious magic, and positive/undead types. And so on.
The idea would be a group of 4-5 players will have something to do for most traps or searching for things.
Isn't that the way it currently works (see DMG, pp 103-104 and 120-121)?Perception should be noticing a foe hidden or something else being "off" about something. But once you notice something or have decided to search something, Investigation should take over.