Gruns
Explorer
Hey all.
Here's my problem: On every dungeon crawl, every time my group of PCs clears a room, they take 20 on the Search checks... With a typical party of 5, spreadout in a standard room, this doesn't take much time at all.
Short of simply not allowing taking 20, what are some good ways to make time more relevant? Wandering monsters doesn't do much, since the PC's will just kill them. (And if they can't kill them, they're in the wrong dungeon.). The "the dungeon is going to flood/explode/vanish in exactly 2 hours" thing is just a bit too farfetched for the typical dungeon.
So... What do you do to avoid this minor annoyance? Any good "realistic" reasons for the PCs to hurry through a dungeon? Maybe with enough examples, I can incorporate one into every dungeon crawl I run...
Thanks!
Gruns
Here's my problem: On every dungeon crawl, every time my group of PCs clears a room, they take 20 on the Search checks... With a typical party of 5, spreadout in a standard room, this doesn't take much time at all.
Short of simply not allowing taking 20, what are some good ways to make time more relevant? Wandering monsters doesn't do much, since the PC's will just kill them. (And if they can't kill them, they're in the wrong dungeon.). The "the dungeon is going to flood/explode/vanish in exactly 2 hours" thing is just a bit too farfetched for the typical dungeon.
So... What do you do to avoid this minor annoyance? Any good "realistic" reasons for the PCs to hurry through a dungeon? Maybe with enough examples, I can incorporate one into every dungeon crawl I run...
Thanks!
Gruns