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Wandering Adventure Party

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FIND OUT BITCH

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  • D doc_crankenstein@slrpnk.net

    Unfortunately, if a trap goes off or they do spot one, players will tend to question why they didn’t get to roll anything and you have to explain that you were rolling for them behind the screen. Less the fact I’m rolling and more that they didn’t get to roll at all.

    My players took great offense to that when it happened, unfortunately, as the rules at the time didn’t really support the DM having that authority.

    So, I’m happy PF2e now has it baked in so that DMs are officially able to utilize that method of secret rolls.

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    supernovastar@lemmy.blahaj.zone
    wrote on last edited by
    #10

    Traps are puzzles. Even if they didn’t roll high enough, you should still describe enough about their environment that they could reasonably deduce that a trap was there.

    Link Preview Image
    Traps Suck

    The Angry GM delivers advice to players and dungeon masters of fantasy role-playing games with humor, snark, and attitude. Game masters and players are sure to find something of use, whether they are playing AD&D, D&D 3.5, D&D 4E, 5E, Pathfinder, D&D Next, or any other role-playing game.

    favicon

    The Angry GM (theangrygm.com)

    (I don’t always agree with everything this guy says - especially when he strays away from the topic of games - but he’s absolutely right about traps.)

    D 1 Reply Last reply
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    • RandomLegend [He/Him]R RandomLegend [He/Him]

      I like how pathfinder 2 has the concept of secret roles baked into the rules.

      I have my players character sheets open at all times and roll for them when they search a room.

      Keeps everyone in their toes and eliminates meta gaming

      agamemnonymous@sh.itjust.worksA This user is from outside of this forum
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      agamemnonymous@sh.itjust.works
      wrote on last edited by
      #11

      GURPS has an official GM Control Sheet for you to fill out with your PCs base stats and things like Perception. This supports their recommendation in the rule books to secretly roll any check where the PC wouldn’t really know if they failed. It’s fantastic.

      D 1 Reply Last reply
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      • infynis@midwest.socialI infynis@midwest.social

        If you’re playing D&D 5e, no perception check, no matter how high, will let you notice an object is actually a mimic.

        False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

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        dejected_warp_core@lemmy.world
        wrote on last edited by dejected_warp_core@lemmy.world
        #12

        Still, as a DM, it’s far too tempting to give a little bit of this away and join in on the hijinks.

        Me: You find yourselves in a hidden library. On one shelf you see a series of tomes named “How Not to be Seen”, volumes I-XX.

        Newbie Fighter: Oh sweet, those look handy.

        Seasoned Rogue: Aw fuck. NOBODY TOUCH NOTHIN’!

        Ten minutes later:

        W S 2 Replies Last reply
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        • agamemnonymous@sh.itjust.worksA agamemnonymous@sh.itjust.works

          GURPS has an official GM Control Sheet for you to fill out with your PCs base stats and things like Perception. This supports their recommendation in the rule books to secretly roll any check where the PC wouldn’t really know if they failed. It’s fantastic.

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          dejected_warp_core@lemmy.world
          wrote on last edited by
          #13

          Considering that was probably penned in the late 1980’s, why isn’t that standard kit for every other system?

          agamemnonymous@sh.itjust.worksA C 2 Replies Last reply
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          • D dejected_warp_core@lemmy.world

            Considering that was probably penned in the late 1980’s, why isn’t that standard kit for every other system?

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            agamemnonymous@sh.itjust.works
            wrote on last edited by
            #14

            I don’t know much about anything before 4e, which is my reference here. But yeah, it really should be. I jumped ship on D&D because they were just getting so lazy on mechanic content.

            I think it might be more widespread than WotC, but my only experience is a distant smattering of PF2, D&D 5e, and GURPS 4e ever since. But I wouldn’t be surprised if the lack of attention to detail for actually running the game is a broad problem.

            We can’t really put all the blame on the devs though, I think GMs who forget that it’s their table, and some rulebook isn’t the boss of them, make devs feel pressured to not “impose” rules and features in their sourcebooks.

            Like homie, give me tools. You’re not holding a knife to my throat, I can chill on the nitty gritty if I want to. But give me the nitty gritty so I can decide for myself.

            I dunno, I made my choice, I think it’s the best possible choice for my play philosophy. I think if more people considered my play philosophy, it would be the best possible choice for a lot of people.

            D 1 Reply Last reply
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            • agamemnonymous@sh.itjust.worksA agamemnonymous@sh.itjust.works

              I don’t know much about anything before 4e, which is my reference here. But yeah, it really should be. I jumped ship on D&D because they were just getting so lazy on mechanic content.

              I think it might be more widespread than WotC, but my only experience is a distant smattering of PF2, D&D 5e, and GURPS 4e ever since. But I wouldn’t be surprised if the lack of attention to detail for actually running the game is a broad problem.

              We can’t really put all the blame on the devs though, I think GMs who forget that it’s their table, and some rulebook isn’t the boss of them, make devs feel pressured to not “impose” rules and features in their sourcebooks.

              Like homie, give me tools. You’re not holding a knife to my throat, I can chill on the nitty gritty if I want to. But give me the nitty gritty so I can decide for myself.

              I dunno, I made my choice, I think it’s the best possible choice for my play philosophy. I think if more people considered my play philosophy, it would be the best possible choice for a lot of people.

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              dejected_warp_core@lemmy.world
              wrote on last edited by
              #15

              Exactly. Pragmatism wins the day. Or at least it does at my table.

              I’ll have to shop around for more and better tools. Thanks for reminding me that there’s a wider world out there.

              But give me the nitty gritty so I can decide for myself.

              This resonates with me. But I also have to give an obligatory nod to Palladium Games where the nit and grit is the entire point. If you’ve never had the pleasure, the RIFTS character sheet makes (American) taxes look easy to file by comparison. You practically need a session zero and a session zero-zero to get started.

              agamemnonymous@sh.itjust.worksA 1 Reply Last reply
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              • D dejected_warp_core@lemmy.world

                Exactly. Pragmatism wins the day. Or at least it does at my table.

                I’ll have to shop around for more and better tools. Thanks for reminding me that there’s a wider world out there.

                But give me the nitty gritty so I can decide for myself.

                This resonates with me. But I also have to give an obligatory nod to Palladium Games where the nit and grit is the entire point. If you’ve never had the pleasure, the RIFTS character sheet makes (American) taxes look easy to file by comparison. You practically need a session zero and a session zero-zero to get started.

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                agamemnonymous@sh.itjust.works
                wrote on last edited by
                #16

                You really should dive into GURPS. Chris Normand has a good YouTube series in the basics, but the gist is that it’s both the simplest and most intricate system out there. Basically everything is a 3d6 skill check, but there are thousands of pages dedicated to figuring out exactly what modifiers apply. The modularity is delightful, basically every rule is entirely and explicitly optional

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                • S supernovastar@lemmy.blahaj.zone

                  Traps are puzzles. Even if they didn’t roll high enough, you should still describe enough about their environment that they could reasonably deduce that a trap was there.

                  Link Preview Image
                  Traps Suck

                  The Angry GM delivers advice to players and dungeon masters of fantasy role-playing games with humor, snark, and attitude. Game masters and players are sure to find something of use, whether they are playing AD&D, D&D 3.5, D&D 4E, 5E, Pathfinder, D&D Next, or any other role-playing game.

                  favicon

                  The Angry GM (theangrygm.com)

                  (I don’t always agree with everything this guy says - especially when he strays away from the topic of games - but he’s absolutely right about traps.)

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                  doc_crankenstein@slrpnk.net
                  wrote on last edited by
                  #17

                  Disagree. that just erases the point of using dice and having consequences for missing the checks.

                  I’ll continue to use my system as described above for traps.

                  S 1 Reply Last reply
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                  • D dejected_warp_core@lemmy.world

                    Still, as a DM, it’s far too tempting to give a little bit of this away and join in on the hijinks.

                    Me: You find yourselves in a hidden library. On one shelf you see a series of tomes named “How Not to be Seen”, volumes I-XX.

                    Newbie Fighter: Oh sweet, those look handy.

                    Seasoned Rogue: Aw fuck. NOBODY TOUCH NOTHIN’!

                    Ten minutes later:

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                    worldsdumbestman@lemmy.today
                    wrote on last edited by
                    #18

                    Well, is there some true sight or something that let’s you see a mimic?

                    D 1 Reply Last reply
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                    • D doc_crankenstein@slrpnk.net

                      Disagree. that just erases the point of using dice and having consequences for missing the checks.

                      I’ll continue to use my system as described above for traps.

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                      supernovastar@lemmy.blahaj.zone
                      wrote on last edited by
                      #19

                      Who advocated for removing dice rolls? There’s still plenty of room for dice rolls here, but it makes traps more interesting and engaging instead of a boring save-or-suck you blindside players with.

                      D 1 Reply Last reply
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                      • infynis@midwest.socialI infynis@midwest.social

                        If you’re playing D&D 5e, no perception check, no matter how high, will let you notice an object is actually a mimic.

                        False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

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                        susaga@sh.itjust.works
                        wrote on last edited by
                        #20

                        Cool. Mimics breathe. Roll perception to see if you spot the motion of the mimic breathing.

                        S 5 2 Replies Last reply
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                        • S supernovastar@lemmy.blahaj.zone

                          Who advocated for removing dice rolls? There’s still plenty of room for dice rolls here, but it makes traps more interesting and engaging instead of a boring save-or-suck you blindside players with.

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                          doc_crankenstein@slrpnk.net
                          wrote on last edited by doc_crankenstein@slrpnk.net
                          #21

                          You’re not removing the rolls themselves but you’re removing the point of rolling with how you described doing it.

                          The way you stated to do it, you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards. That’s backwards. This sets up subconscious metagaming because now their actions are going to be influenced by their low perception roll.

                          Instead, I narrate the scene first, (where during this time, yes, we as DM’s 100% have the obligation of setting the tone and hinting that players might want to try searching for the traps. That I do entirely agree with) then the players all tell their actions. Once I call for checks, that’s it. The scene now plays and there is no taking back action because of a failed roll.

                          With this as the order of events, it still keeps traps engaging, as it is just as much part of the storytelling as everything else they are doing when exploring an area, but now rolls come after the declaration of actions so they won’t have an influence on the decision making process.

                          See, traps are supposed to blindside the players if they fail their check. That’s what makes them traps. The thing about BAD traps versus a GOOD trap, though, is ensuring the players have the opportunity to try avoiding it. You don’t have to ensure their success, that’s up to the roll of the dice.

                          Traps can be part of puzzle design if you want your puzzle to have lethal consequences and not just story related, sure nothing wrong with that, but to say all your traps have to themselves be puzzles is a convoluted solution to a simple problem.

                          S 1 Reply Last reply
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                          • susaga@sh.itjust.worksS susaga@sh.itjust.works

                            Cool. Mimics breathe. Roll perception to see if you spot the motion of the mimic breathing.

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                            soup@lemmy.world
                            wrote last edited by
                            #22

                            “Motionless”

                            “Indistinguishable”

                            I’ll let you dive into that mystery on your own time.

                            axolotl_cpp@feddit.itA susaga@sh.itjust.worksS 2 Replies Last reply
                            12
                            • S stamets@lemmy.dbzer0.com
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                              granitem@lemmy.world
                              wrote last edited by
                              #23

                              “Empty”?

                              What are the mimics disguised as? Floorboards? Lint?

                              T A I 3 Replies Last reply
                              11
                              • G granitem@lemmy.world

                                “Empty”?

                                What are the mimics disguised as? Floorboards? Lint?

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                                tiramichu@sh.itjust.works
                                wrote last edited by
                                #24

                                “Empty” is pretty contextual.

                                1 Reply Last reply
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                                • D doc_crankenstein@slrpnk.net

                                  You’re not removing the rolls themselves but you’re removing the point of rolling with how you described doing it.

                                  The way you stated to do it, you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards. That’s backwards. This sets up subconscious metagaming because now their actions are going to be influenced by their low perception roll.

                                  Instead, I narrate the scene first, (where during this time, yes, we as DM’s 100% have the obligation of setting the tone and hinting that players might want to try searching for the traps. That I do entirely agree with) then the players all tell their actions. Once I call for checks, that’s it. The scene now plays and there is no taking back action because of a failed roll.

                                  With this as the order of events, it still keeps traps engaging, as it is just as much part of the storytelling as everything else they are doing when exploring an area, but now rolls come after the declaration of actions so they won’t have an influence on the decision making process.

                                  See, traps are supposed to blindside the players if they fail their check. That’s what makes them traps. The thing about BAD traps versus a GOOD trap, though, is ensuring the players have the opportunity to try avoiding it. You don’t have to ensure their success, that’s up to the roll of the dice.

                                  Traps can be part of puzzle design if you want your puzzle to have lethal consequences and not just story related, sure nothing wrong with that, but to say all your traps have to themselves be puzzles is a convoluted solution to a simple problem.

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                                  supernovastar@lemmy.blahaj.zone
                                  wrote last edited by
                                  #25

                                  you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards

                                  now their actions are going to be influenced by their low perception roll

                                  You shouldn’t be rolling for perception first. Players don’t get to roll until they actually do a thing, until then you use passive perception. And even if you are rolling a perception check on their behalf, you do it behind the screen. So they won’t know if they rolled well or not.

                                  rolls come after the declaration of actions

                                  Hard agree! But passive perception isn’t an action or a roll. It’s passive.

                                  The thing about BAD traps versus a GOOD traps, though, is ensuring that players have the opportunity to try avoiding it.

                                  Exactly. The players should have the opportunity to avoid it. If traps are only a binary - perfectly obvious or completely invisible depending on a single roll - then the characters had a chance to avoid the trap, but the player didn’t. And then “optimal play” is painstakingly triple-searching every square foot of the dungeon in case Schodinger’s Trap is lurking somewhere.

                                  Which is either trivial and tedious (in games where you don’t track the passage of time) or stupidly punishing and tedious (if you are tracking time). Since I do prefer to track time spent, I’d rather give my players the sense that they can ‘logic out’ where traps are likely to be and encourage them to spend their valuable time searching only when and where it makes the most sense. After all, skill expression is a very rewarding part of playing a game. And being able to predict where a trap is likely to be and then finding one there? That really makes players feel like adventurers.

                                  D 1 Reply Last reply
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                                  • S soup@lemmy.world

                                    “Motionless”

                                    “Indistinguishable”

                                    I’ll let you dive into that mystery on your own time.

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                                    axolotl_cpp@feddit.it
                                    wrote last edited by axolotl_cpp@feddit.it
                                    #26

                                    while the mimic remain motionless

                                    1 Reply Last reply
                                    5
                                    • D dejected_warp_core@lemmy.world

                                      Still, as a DM, it’s far too tempting to give a little bit of this away and join in on the hijinks.

                                      Me: You find yourselves in a hidden library. On one shelf you see a series of tomes named “How Not to be Seen”, volumes I-XX.

                                      Newbie Fighter: Oh sweet, those look handy.

                                      Seasoned Rogue: Aw fuck. NOBODY TOUCH NOTHIN’!

                                      Ten minutes later:

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                                      skyezopen@lemmy.world
                                      wrote last edited by
                                      #27

                                      Lesson one: not standing up.

                                      1 Reply Last reply
                                      2
                                      • S stamets@lemmy.dbzer0.com
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                                        hupf@feddit.org
                                        wrote last edited by
                                        #28

                                        “The room appears to be empty” when it actually is.

                                        I 1 Reply Last reply
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                                        • S supernovastar@lemmy.blahaj.zone

                                          you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards

                                          now their actions are going to be influenced by their low perception roll

                                          You shouldn’t be rolling for perception first. Players don’t get to roll until they actually do a thing, until then you use passive perception. And even if you are rolling a perception check on their behalf, you do it behind the screen. So they won’t know if they rolled well or not.

                                          rolls come after the declaration of actions

                                          Hard agree! But passive perception isn’t an action or a roll. It’s passive.

                                          The thing about BAD traps versus a GOOD traps, though, is ensuring that players have the opportunity to try avoiding it.

                                          Exactly. The players should have the opportunity to avoid it. If traps are only a binary - perfectly obvious or completely invisible depending on a single roll - then the characters had a chance to avoid the trap, but the player didn’t. And then “optimal play” is painstakingly triple-searching every square foot of the dungeon in case Schodinger’s Trap is lurking somewhere.

                                          Which is either trivial and tedious (in games where you don’t track the passage of time) or stupidly punishing and tedious (if you are tracking time). Since I do prefer to track time spent, I’d rather give my players the sense that they can ‘logic out’ where traps are likely to be and encourage them to spend their valuable time searching only when and where it makes the most sense. After all, skill expression is a very rewarding part of playing a game. And being able to predict where a trap is likely to be and then finding one there? That really makes players feel like adventurers.

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                                          doc_crankenstein@slrpnk.net
                                          wrote last edited by
                                          #29

                                          You shouldn’t be rolling for perception first. Players don’t get to roll until they actually do a thing, until then you use passive perception. And even if you are rolling a perception check on their behalf, you do it behind the screen. So they won’t know if they rolled well or not.

                                          Yea, that was kind my whole point. The way you described earlier.

                                          Traps are puzzles. Even if they didn’t roll high enough, you should still describe enough about their environment that they could reasonably deduce that a trap was there.

                                          literally states to roll first then narratively describe after so they can deduce that a trap was there if the roll was low, which is what I was arguing against. That explanation has the order of events all wrong. Also, this goes back to the original point that players dislike when you roll for them behind the screen. Before the rules officially allowed it, many players would throw a fit about not being able to see the rolls.

                                          Plus, I never mentioned passives. Disliked the concept so I don’t use them to begin with. I have only ever been talking about directly making rolls.

                                          .

                                          It seems to me the confusion lies in, what I would say is, an over-reliance on the grid in that you aren’t understanding my method, fundamentally, as you’re assuming the grid is being used when it isn’t. Your rebuttal is focused on having players be allowed to basically play Minesweeper with the grid, tediously wasting everyone’s time, when that would never be allowed as an option for them with how I do things.

                                          For me, the grid only gets used for combat and nothing else. This way I never have to deal with players wasting time trying to cheese the game by asking to check every square because it’s all theater-of-the-mind, there is no grid. I might use visual help to display a room layout, but it’s only there for general reference. Players still get to try and predict where traps are and stuff based on my descriptions; they just tell me what part of my description they are interacting with, or if it’s just a general search of the room itself. Based on their input and how detailed they are, I then determine who needs to roll what, add bonuses and negatives if applicable, then the scene will play out.

                                          Plus, this also allows me to keep track of time by treating each scene as 1 time block. I just jot down how long the entire scene took, then how long it took to travel to the next scene.

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