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<blockquote data-quote="reanjr" data-source="post: 2059719" data-attributes="member: 20740"><p>I the situation warrents it, I have no problem (as was mentioned, an adventure where there was a prolific number of secret doors). But I really find those characters who search inch by inch in every single room they ever walk into (before the dungeon is finished, at least) to be extremely bad role-playing. People don't do that kind of thing. It's an entirely metagaming situation.</p><p></p><p>Other options:</p><p></p><p>When wandering monsters attack, any characters searching are surprised and caught flat-footed (no roll, you were on your back scratching at the bottom of the table - be happy I didn't make you prone). Combine this with other intelligent tactics, and all those wussy little monsters can become dangerous. Hit and run tactics with fast healing would work really well for this.</p><p></p><p>Don't place anything that good in rooms. Put all the good stuff on the creatures. When they run, the players will have to follow if they want to get anything more than a few coppers and a nice surcoat in the wardrobe.</p><p></p><p>Have the villains take advantage of the situation. 2 hours of manual labor (approx time to search 4 rooms) can work wonders for defense. Cave ins are great, especially if the players are now trapped (this only works if you are actually willing to kill characters, though).</p><p></p><p>If there is a magical key that allows the players to finish the strange gear puzzle that leads them further into the dungeon (and we all know how common these are), then have the villain take the key in with him. Players can't complete the adventure. Make sure they know why.</p><p></p><p>Next time they're on a rescue mission, have all the prisoners brutally slaughtered (torn to pieces, ripped limb from limb, skin stripped and boiled, whatever). Make sure when the characters get there, they realize these prisoners died VERY recently.</p><p></p><p>On an artifact hunt adventure, take the artifact away. Unless the characters are in a room that is the only way out of a dungeon (common enough in published adventures, this should almost never be the case in a well-designed dungeon), they just failed. Make sure a dying minion offers to tell them when the BBEG left. ("Oh, I think it was when you were scrounging that musty pouch of 5 sp out of mattress.")</p><p></p><p>...</p><p></p><p>I could go on, but I have work to do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="reanjr, post: 2059719, member: 20740"] I the situation warrents it, I have no problem (as was mentioned, an adventure where there was a prolific number of secret doors). But I really find those characters who search inch by inch in every single room they ever walk into (before the dungeon is finished, at least) to be extremely bad role-playing. People don't do that kind of thing. It's an entirely metagaming situation. Other options: When wandering monsters attack, any characters searching are surprised and caught flat-footed (no roll, you were on your back scratching at the bottom of the table - be happy I didn't make you prone). Combine this with other intelligent tactics, and all those wussy little monsters can become dangerous. Hit and run tactics with fast healing would work really well for this. Don't place anything that good in rooms. Put all the good stuff on the creatures. When they run, the players will have to follow if they want to get anything more than a few coppers and a nice surcoat in the wardrobe. Have the villains take advantage of the situation. 2 hours of manual labor (approx time to search 4 rooms) can work wonders for defense. Cave ins are great, especially if the players are now trapped (this only works if you are actually willing to kill characters, though). If there is a magical key that allows the players to finish the strange gear puzzle that leads them further into the dungeon (and we all know how common these are), then have the villain take the key in with him. Players can't complete the adventure. Make sure they know why. Next time they're on a rescue mission, have all the prisoners brutally slaughtered (torn to pieces, ripped limb from limb, skin stripped and boiled, whatever). Make sure when the characters get there, they realize these prisoners died VERY recently. On an artifact hunt adventure, take the artifact away. Unless the characters are in a room that is the only way out of a dungeon (common enough in published adventures, this should almost never be the case in a well-designed dungeon), they just failed. Make sure a dying minion offers to tell them when the BBEG left. ("Oh, I think it was when you were scrounging that musty pouch of 5 sp out of mattress.") ... I could go on, but I have work to do :) [/QUOTE]
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