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<blockquote data-quote="Primitive Screwhead" data-source="post: 5800626" data-attributes="member: 20805"><p>Is this for when you walk into an 'encounter area' that includes puzzles or clues?</p><p></p><p> Something I have tried when the scene fit is a method of handling searches that came somewhere.. not sure where... but my players have enjoyed it the few times it made sense to do. I have used it in exploration/search of rooms as well as at the start of a combat encounter.</p><p></p><p>Basically it boils down to a modified 'combat' round. Initiative is based on Wis, with the lowest going first. On the PC's turn, they get to ask a number of questions equal to their INT modifier. Later questions can of course build on the ones that came before it.</p><p></p><p>The GM can set the basics of the scene and then the players can hone in on anything special or of interest. In this fashion the metagaming of 'oh, the GM detailed the desk drawers, they must be important' is left out.</p><p> Also, a sandbox style method can be used to ensure that any critical clues are found where the PCs look... maybe not on the first try. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In combat I do this as a quick look from where everyone stands to put more detail into the scene and award perceptive/thoughtful characters. Out of combat the time each question takes is flexible and actions can be taken like shoving on statues or what have you.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5800626, member: 20805"] Is this for when you walk into an 'encounter area' that includes puzzles or clues? Something I have tried when the scene fit is a method of handling searches that came somewhere.. not sure where... but my players have enjoyed it the few times it made sense to do. I have used it in exploration/search of rooms as well as at the start of a combat encounter. Basically it boils down to a modified 'combat' round. Initiative is based on Wis, with the lowest going first. On the PC's turn, they get to ask a number of questions equal to their INT modifier. Later questions can of course build on the ones that came before it. The GM can set the basics of the scene and then the players can hone in on anything special or of interest. In this fashion the metagaming of 'oh, the GM detailed the desk drawers, they must be important' is left out. Also, a sandbox style method can be used to ensure that any critical clues are found where the PCs look... maybe not on the first try. :) In combat I do this as a quick look from where everyone stands to put more detail into the scene and award perceptive/thoughtful characters. Out of combat the time each question takes is flexible and actions can be taken like shoving on statues or what have you. [/QUOTE]
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