shilsen said:Take 20 has a pretty big downside - the amount of time wasted. Checking a 5 ft square takes 2 minutes. So if they're moving down a corridor 10 ft wide and 10 ft high and checking floor, walls and ceiling, it would take 16 minutes to move 5 ft down the corridor. That's a lot of time to spend.
dcollins said:Right, that's precisely what I said above.
Again, you and I can agree that that's really, really slow. However, there needs to be a very specific game mechanic in place to enforce some kind of penalty or else it's all entirely rhetorical. DM: "Take 20? That's a lot of time to spend!". Player: "So what? I do it anyway." That's my whole point previously -- but fortunately that kind of problem is the whole reason wandering-monster-checks have existed since the inception of D&D.
Steverooo said:What the Rogue (and to a lesser extent the Ranger) has always needed is a "Trapsense" mechanism that auto-checks for them... Hey, look! Rogues get Trapsense at level one!
Vaxalon said:Time limits can also come from plot. "The princess will be sacrificed at midnight if we don't save her!"
dcollins said:Yeah, I mentioned that point-of-view in (A) above. But my opinion is still that that's not a general solution. How many adventures really have that kind of time limit in practice -- 5%? 10%?