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Secret Doors
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<blockquote data-quote="Sword of Spirit" data-source="post: 8248043" data-attributes="member: 6677017"><p>Use the PCs Passive Wisdom(Perception), or Intelligence (Investigation) if you prefer (I do). Have these numbers recorded on your DM cheat sheet.</p><p></p><p>When the party comes within detection range, you roll for the secret door. Mathematically if you want to have it work out the same, you need to add a bonus of DC -11, and unless the result is higher (you have to subtract 12 for equal) than the characters passive score, characters who are taking the exploration action to search for traps and secret doors spot evidence of the door. Otherwise, the players never know there was anything to find. But they need to know you are using this rule so that they <em>don't</em> spend time telling you they are checking every section of wall--this is the result of them doing that.</p><p></p><p>If the players are suspicious of a particular location, you can allow them to stop and spend time making a more thorough check (ie, the PC makes a normal roll themselves). Each retry takes a progressively longer time increment. 1 minute > 1 hour > 1 day.</p><p></p><p>You can also describe any features that might clue them in to the presence of a particular secret door. They either find it automatically if they correctly interact with that feature, or it just serves to tell them they should try an active check if they don't.</p><p></p><p>These three things should work.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8248043, member: 6677017"] Use the PCs Passive Wisdom(Perception), or Intelligence (Investigation) if you prefer (I do). Have these numbers recorded on your DM cheat sheet. When the party comes within detection range, you roll for the secret door. Mathematically if you want to have it work out the same, you need to add a bonus of DC -11, and unless the result is higher (you have to subtract 12 for equal) than the characters passive score, characters who are taking the exploration action to search for traps and secret doors spot evidence of the door. Otherwise, the players never know there was anything to find. But they need to know you are using this rule so that they [I]don't[/I] spend time telling you they are checking every section of wall--this is the result of them doing that. If the players are suspicious of a particular location, you can allow them to stop and spend time making a more thorough check (ie, the PC makes a normal roll themselves). Each retry takes a progressively longer time increment. 1 minute > 1 hour > 1 day. You can also describe any features that might clue them in to the presence of a particular secret door. They either find it automatically if they correctly interact with that feature, or it just serves to tell them they should try an active check if they don't. These three things should work. [/QUOTE]
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