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General Tabletop Discussion
*Dungeons & Dragons
Traps, how do you handle them?
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<blockquote data-quote="Shiroiken" data-source="post: 7050189" data-attributes="member: 6775477"><p>How do you deal with a character that is more charismatic than a player? The same way: use the mechanics while encouraging the player to do more than just rely on a die roll. You included a lot of others, and I'll allow them to answer for their own quotes (many already have) while I answer to mine.</p><p></p><p>If you allow a player to simply say "I search the room" and use a single die roll to get get information and loot, you aren't doing a service to the player or the game. This is no different that allowing a player to convince the king to abdicate his throne for him simply by rolling a single Charisma check. Players gain experience from playing the game: from learning when something is likely to be a trap, to remembering the lore of the world, to expanding their own social skills in real life. If you don't challenge the players, they never grow and learn, and instead rely on Roll-Playing, where the dice solve everything. Some groups are fine with this, and good luck to them, but many of us feel otherwise.</p><p></p><p>For my own game, I describe everything in an area and then make a check against the party's passive perception (usually rolled in advance). If anything should be gleaned from that check in a quick glance, I provide that information without the player needing to ask for it. If the party otherwise wants to look for traps, secret doors, hidden enemies, treasure, etc. they must tell me what they're looking for and where. If they don't pay attention and miss out on something (such as a clue or treasure), that's the price they pay for not paying attention.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7050189, member: 6775477"] How do you deal with a character that is more charismatic than a player? The same way: use the mechanics while encouraging the player to do more than just rely on a die roll. You included a lot of others, and I'll allow them to answer for their own quotes (many already have) while I answer to mine. If you allow a player to simply say "I search the room" and use a single die roll to get get information and loot, you aren't doing a service to the player or the game. This is no different that allowing a player to convince the king to abdicate his throne for him simply by rolling a single Charisma check. Players gain experience from playing the game: from learning when something is likely to be a trap, to remembering the lore of the world, to expanding their own social skills in real life. If you don't challenge the players, they never grow and learn, and instead rely on Roll-Playing, where the dice solve everything. Some groups are fine with this, and good luck to them, but many of us feel otherwise. For my own game, I describe everything in an area and then make a check against the party's passive perception (usually rolled in advance). If anything should be gleaned from that check in a quick glance, I provide that information without the player needing to ask for it. If the party otherwise wants to look for traps, secret doors, hidden enemies, treasure, etc. they must tell me what they're looking for and where. If they don't pay attention and miss out on something (such as a clue or treasure), that's the price they pay for not paying attention. [/QUOTE]
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