Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Turning Perception into a Saving throw?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Andvari" data-source="post: 8979635" data-attributes="member: 7036523"><p>I've been running traps in PF2E similar to this for a while. If they're not searching ahead, the trap is triggered, usually by the person in front. If the person in front is searching, the trap is found on a successful Perception check and triggered on a failed check. I only place traps that make sense in this scenario. Has worked really well so far. Note that triggering the trap might allow for a saving throw or it may have to make an attack roll against the triggering character.</p><p></p><p>I've been considering getting rid of checks altogether when searching rooms for hidden doors and treasure. The way I imagine doing it is I simply give them an obvious clue something is up if they spend time searching. For example, "you notice the stones in one part of the wall is a slightly different color" probably indicates a secret door. The price of searching is time, moving the party closer towards a potential random encounter. There's just a bunch of baggage that comes along with rolling to search.</p></blockquote><p></p>
[QUOTE="Andvari, post: 8979635, member: 7036523"] I've been running traps in PF2E similar to this for a while. If they're not searching ahead, the trap is triggered, usually by the person in front. If the person in front is searching, the trap is found on a successful Perception check and triggered on a failed check. I only place traps that make sense in this scenario. Has worked really well so far. Note that triggering the trap might allow for a saving throw or it may have to make an attack roll against the triggering character. I've been considering getting rid of checks altogether when searching rooms for hidden doors and treasure. The way I imagine doing it is I simply give them an obvious clue something is up if they spend time searching. For example, "you notice the stones in one part of the wall is a slightly different color" probably indicates a secret door. The price of searching is time, moving the party closer towards a potential random encounter. There's just a bunch of baggage that comes along with rolling to search. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Turning Perception into a Saving throw?
Top