D&D 5E The Art of the Secret Door

I like to describe the method of entry, but I allow that to be discovered through skill checks and not endless fiddling.
Although I might set two tiers of success. The minimal threshold lets you see the door, while the higher DC is needed to figure out the activation. So if you roll really well you notice the grooves in the floor or the spot on the mantle free of dust, but if you roll poorly you only see the vague outline of a door or feel the draft.
 

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Bumping this thread because we have a lot of new posters since last time it was discussed. And I love a good secret door discussion!
 

Bumping this thread because we have a lot of new posters since last time it was discussed. And I love a good secret door discussion!

Thanks - I missed it when first posted, and it's a good topic.

[1] Do you design secret doors with mechanisms which require specific verbal instructions from your players to discover and unlock?

Not specific ones, no. However, I do consider a secret door to be a challenge/mystery for the players rather than the characters, and so it's largely up to them to figure out where to search.

[2] How important is it to you to leave clues for your players, to let them know in advance of the possibility of a secret door?

Very, because of the above.

[3] Do you often hide both the door, ans the means of opening the door?

No. One or the other. (Well... I suppose both could be hidden, but they'll then be found together.)

[4] What is you favorite example of a secret door?

Sorry, I don't have one.
 


Because of a new campaign I'm starting, I've been clarifying some of my house rules and standard rulings. One of the rules is how I handle passive skills, such as perception and it might be useful here.

The way I usually handle things is that passive skills will usually give you general information, but not something specific. So for secret doors, you might notice that the room takes up less space than you'd expect based on adjacent rooms. Or that the bookcases on one of the walls doesn't look like a single unit as the other walls. The fireplace is oddly off-center, or the soot pattern is strange. That sort of thing.

Then they would describe what they are doing, in combination with a skill check assuming they don't just figure it out on their own. I use the skill check in this case to fill in a blank where character knowledge might be greater than player knowledge. I also might modify the skill check based on their actions. I usually don't penalize the check, but I might give advantage.

There was a very funny situation in my campaign where a chest had a false bottom. They player investigating it described practically everything he could think of (is there an extra compartment under the lid? I examine the outside of the chest, etc.) except to examine the bottom of the inside of the chest. So I had him make a skill check. Several, actually, and they all failed miserably.

They decided that there was something important about the chest, so they put it on their Tenser's floating disk and took it with them. When they came to a long staircase they threw it down the stairs and finally figured out what they were missing when it broke open!

Ilbranteloth
 

In my campaigns hidden doors are never something that the players must find, in order to proceed. They are a bonus. Often they offer a short cut that is less dangerous, or it reveals a hidden treasure room.

If the player's passive perception is high enough, or if they specifically look for it, I will give a simple clue regarding either the door itself, or the mechanism. Usually I keep the mechanisms simple and credible. A simple push button, a hidden lever, a pressure plate, or a hidden keyhole. Sometimes the secret doors aren't even intentional features of the dungeon.
For example, the players could discover that a wall hides a tunnel that was closed off by the architects, who decided to block access to it. But with a little violence the players may be able to access the tunnel anyway.
 

I posted this a long time ago elsewhere, but I felt like it was worth discussing again with the 5e release.

[1] Do you design secret doors with mechanisms which require specific verbal instructions from your players to discover and unlock? If so let us hear the details of any you devised that you were pleased with.

Yes. I don't use secret doors very often, so I do try to make them an exploration challenge. I'll try to post one or two of them next week.

[2] How important is it to you to leave clues for your players, to let them know in advance of the possibility of a secret door?

Very important in my view. Otherwise the DM is encouraging procedural play which I don't care for. I prefer to encourage players to pay attention to the environment rather than just saying they search for secret doors in every room because D&D. By paying attention to the environment and making good decisions, the players can earn success without rolling those fickle dice.

[3] Do you often hide both the door, ans the means of opening the door?

Sometimes.

[4] What is you favorite example of a secret door?

I can't recall any that were published that I cared for.

The DM in your example provided a clue which is good.
 

One is the tricky, secret, ones that require thought and clues, important for the scenario.
Others that are really much simpler - say a hidden panel where some more treasure is hidden.

I would do the opposite.

The ones important to the story are obvious. They are there mostly to add immersion and something to the story.

The tricky ones that the players might miss have some extra treasure.
 

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