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Secret Doors
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<blockquote data-quote="iserith" data-source="post: 8247701" data-attributes="member: 97077"><p>To reiterate and consolidate my previous posts, you got two basic options in my view.</p><p></p><p>1. Offer searching for secret doors as a trade-off against staying alert for danger while traveling the dungeon. Passive Perception applies when there is uncertainty as to the outcome and a meaningful consequence for failure. Require that the character doing this is in the back rank of the marching order, which makes them vulnerable to attacks from the rear of the party, particularly as they are automatically surprised if a stealthy monster attacks. Depending on the character's passive Perception score, the party may opt to assign another character to Work Together with this character so they can get that passive score up to 20. This character would also be automatically surprised. Once a secret door is spotted using this approach, then set the expectation that figuring out how it works takes about 10 minutes and, depending on their approach, an Intelligence (Investigation) check. Tie a wandering monster check or other time constraint or risk to that task so there's a meaningful consequence for failure.</p><p></p><p>2. <em>Don't </em>offer searching for secret doors as a trade-off against staying alert for danger while traveling the dungeon. In order to find a secret door, the characters must stop traveling and explore an area (perhaps 1000 square feet per 10 minutes). When describing the environment, you drop a clue in there that hints at a secret door being in the area. The players then describe what tasks they want to undertake. If a player is reasonably specific about searching for secret doors, perhaps by referencing the clue you dropped, then they make a Wisdom (Perception) check if there's uncertainty. Again, tie that 10-minute interval to wandering monster checks, time constraint, or other risk to create the meaningful consequence for failure. As well, require that another 10 minutes be spent figuring out how it works (unless it's somehow obvious or the player makes a lucky guess) which comes with similar risks as searching for it. Anyone not keeping watch here is also automatically surprised as above if a stealthy monster comes calling.</p><p></p><p>This sets up meaningful trade-offs and choices for the players that are easy to understand and resolve while creating tension with time constraints. This is about the best result you can hope for in the context of the D&D 5e rules in my view.</p></blockquote><p></p>
[QUOTE="iserith, post: 8247701, member: 97077"] To reiterate and consolidate my previous posts, you got two basic options in my view. 1. Offer searching for secret doors as a trade-off against staying alert for danger while traveling the dungeon. Passive Perception applies when there is uncertainty as to the outcome and a meaningful consequence for failure. Require that the character doing this is in the back rank of the marching order, which makes them vulnerable to attacks from the rear of the party, particularly as they are automatically surprised if a stealthy monster attacks. Depending on the character's passive Perception score, the party may opt to assign another character to Work Together with this character so they can get that passive score up to 20. This character would also be automatically surprised. Once a secret door is spotted using this approach, then set the expectation that figuring out how it works takes about 10 minutes and, depending on their approach, an Intelligence (Investigation) check. Tie a wandering monster check or other time constraint or risk to that task so there's a meaningful consequence for failure. 2. [I]Don't [/I]offer searching for secret doors as a trade-off against staying alert for danger while traveling the dungeon. In order to find a secret door, the characters must stop traveling and explore an area (perhaps 1000 square feet per 10 minutes). When describing the environment, you drop a clue in there that hints at a secret door being in the area. The players then describe what tasks they want to undertake. If a player is reasonably specific about searching for secret doors, perhaps by referencing the clue you dropped, then they make a Wisdom (Perception) check if there's uncertainty. Again, tie that 10-minute interval to wandering monster checks, time constraint, or other risk to create the meaningful consequence for failure. As well, require that another 10 minutes be spent figuring out how it works (unless it's somehow obvious or the player makes a lucky guess) which comes with similar risks as searching for it. Anyone not keeping watch here is also automatically surprised as above if a stealthy monster comes calling. This sets up meaningful trade-offs and choices for the players that are easy to understand and resolve while creating tension with time constraints. This is about the best result you can hope for in the context of the D&D 5e rules in my view. [/QUOTE]
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