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<blockquote data-quote="Zelgar" data-source="post: 2060975" data-attributes="member: 6630"><p>Ways to limit or discourage Taking 20 for Search Checks:</p><p>1. Deadlines the PC's know about (e.g., to prevent a sacrifice)</p><p>2. Alerting the Dungeon (e.g., escaped monsters, monsters who raised alarms)</p><p>3. Flood the PC's with details (e.g., in square 1,1 you find a spider web, a dead spider, orc toenail clippings, etc.) & red herrings (e.g., you find a lever - if pulled the PC's have just set off an alarm, you find a brick that is a different colour than the others - they may take hours trying to figure out the importance of the brick where there isn't any). Make a spreadsheet that will provide you with a random number of miscellaneous things that you can just hand to the PC's every time they Take 20.</p><p>4. Have multiple entrances/exits in room. More doors mean more PC's guarding them = more time to search room.</p><p>5. Don't have static adventures. Have NPC's/monsters (e.g., friends, lovers, children, pets, enemies) come to visit the room to talk to the NPC's/monsters the PC's just killed.</p><p></p><p>Additionally, when the PC's first begin their search, I'd tell them what they would find initially if they only Took 10 (e.g., saying "After a quick glance, you notice X. Do you still want to continue searching?") The important thing is to make certain that you don't make too many critical things that the PC's need to be Taking 20 in order to finish the adventure. Also, if the PC's have cleaned out the dungeon, assume that the PC's have taken 20 for seaches in all of the rooms and list all of the things that they found. This way your players are happy that they are assured they found everything, and you're satisfied that the game is moving at a reasonable pace. </p><p></p><p>Zelgar</p></blockquote><p></p>
[QUOTE="Zelgar, post: 2060975, member: 6630"] Ways to limit or discourage Taking 20 for Search Checks: 1. Deadlines the PC's know about (e.g., to prevent a sacrifice) 2. Alerting the Dungeon (e.g., escaped monsters, monsters who raised alarms) 3. Flood the PC's with details (e.g., in square 1,1 you find a spider web, a dead spider, orc toenail clippings, etc.) & red herrings (e.g., you find a lever - if pulled the PC's have just set off an alarm, you find a brick that is a different colour than the others - they may take hours trying to figure out the importance of the brick where there isn't any). Make a spreadsheet that will provide you with a random number of miscellaneous things that you can just hand to the PC's every time they Take 20. 4. Have multiple entrances/exits in room. More doors mean more PC's guarding them = more time to search room. 5. Don't have static adventures. Have NPC's/monsters (e.g., friends, lovers, children, pets, enemies) come to visit the room to talk to the NPC's/monsters the PC's just killed. Additionally, when the PC's first begin their search, I'd tell them what they would find initially if they only Took 10 (e.g., saying "After a quick glance, you notice X. Do you still want to continue searching?") The important thing is to make certain that you don't make too many critical things that the PC's need to be Taking 20 in order to finish the adventure. Also, if the PC's have cleaned out the dungeon, assume that the PC's have taken 20 for seaches in all of the rooms and list all of the things that they found. This way your players are happy that they are assured they found everything, and you're satisfied that the game is moving at a reasonable pace. Zelgar [/QUOTE]
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