dcollins said:
Now, admittedly this is not a zone of active counterdefense or a race situation, but frankly I see those as the exception and not the rule. I apply additional wandering monster checks, and when those appear they snicker a bit at that being old-school. If I were to interrupt the 8 hour rest period with a counterattack, they'd perceive that as a cruel interruption which slows down the pace of the adventure/exploration -- I can't imagine they'd ever be persuaded to leave the dungeon to camp (the statement last night is that that would open them to attack from any side).
This is a style matter. You know you can deter them, but they will complain so you don't. Now, you either change the rules or change your tatics as DM.
If they choose to camp in a hostile area, they have no right to complain about hostilities in the night. If players know the rules, so can the monsters. Attack them with hit and run tatics, preventing them from getting more than a few hours of sleep. You should be able to harry the right out, or wear them down entirely.
Alternatively, if the dungeon dwellers feal threatened by the invasion of the PCs, and the PCs give them time, the monsters will band together. Giving you enemy time is never a good thing to do, and this should be reflected in the game.
dcollins said:
So from reading this thread, I'm fond of the idea of a "you must know what you're searching for" requirement for a Search Take 20, perhaps a formal declaration of exactly what one expects to find. (I don't want to delete it entirely, I too know how a missed secret door can wreck a plot sometimes.) Failing that, I'd almost want to introduce a penalty-on-1 for both Search and especially Open Locks just to prevent the Take 20, because yes, I can't convince my players that there's any reason not to do that.
House rules are up to you, but I don't think that "you must know what you're searching for" is a good one. I think it would just be better to start calling for concentration checks "you are too bored to do a good job", change the Take 20 rule to be 1 roll with +X (10 maybe) circumstance modifier, eliminate the Take 20 rule (make them roll 20 times, they will get a sense of how boring this is for the characters), impose a sliding penalty for retry (cumulative -1 per retry), or use the penalty on 1 for the offending skills.
If the party likes spending all that time and making sure they have everything, maybe it would be fine to leave it be. Makes the rogue feel useful. You will know exactly what they will and will not find. Some people like certainty. If your players like the pace and are having a blast with the current ruling, taking away their fun seems contray to point of the game: have fun.