Lastly, Rory comments on Spot Hidden
1st off Sean – Great show!
Now – let me get my soap-box.
Climb up here…ugnhh…
Ahem.
I recall at lot of old school modules (1e) and even 3rd edition modules always had a through line where by default you could always find the information you needed about the villain, and/or find your way through the dungeon WITHOUT any searching/listening etc. However if you did search for secret doors or hidden clues you could often find cool extras – perhaps some secret info about the villains & how to stop them, or a shortcut through the dungeon, or some extra magic items that help out.
That’s how I’ve always played that sort of thing and most of the adventures I own have used that formulae – NOTE – I’ve only run 5e adventures that were updates of 1e, so your mileage may vary on the other adventure paths out there.
I also want to note that none of the examples Sean was reading from covered anything that contradicts what I mentioned above. All of the examples from the book are either necessary (Sneak/hiding/spotting an ambush) or “special circumstances”.
Listening through a door, listening outside a window, spotting candlelight under a secret door – all of those are situational – and MAY require a check – they are special circumstances.
If the conversation is loud enough to be heard then no roll required – but if people are talking quietly – then the GM calls for a roll – it seems very straightforward.
The candle under the secrets door – come on – of course that’s a roll!
Secret doors should be a bonus DISCOVERY, not the only way to move the plot forward – they should be a reward for exploration – if the module you are running makes it a requirement – that’s a failture of the design – not the ruleset.
Bad guys sneak up on good guys / good guys sneak up on bad guys – you need a perception mechanic to handle that – 1e had surprise rules, and the hide in shadows/ move silently rules. Certain monsters and classes were more alert (Duegar & rangers spring to mind), certain monsters were sneakier (elves & bugbears) raising or lowering the surprise chance.
Even in Brett’s no-skills AS&D game – he’s still probably using a check to see if monsters are surprised when his players sneak into the villains lair, his rogues are going to “move silently”.
I blame a lot of this on “actual plays” and the number of 5e DM’s who watch them & read advice from people watching them. Arguably the largest AP – Critical Role – is super guilty of this.
it seems like every time the players come upon a room Mercer calls for a perception check before even describing the place – and I’ve seen him struggle when the player rolls a 1 and tries to figure out what to say. Then the dog pile starts as everyone else tries to get a description of the room.
I’ve seen a player ask – what does the guy we see look like – and a “perception check” is required – I mean come on – that’s just bad DMing (I like his story/world & enjoy the players – but man that guy needs to figure this shit out).
“what books are on the shelf” should NOT require a search check UNLESS you are being chased by Vampires and your question is “do a see a copy of the Necronomicon on the bookshelf I can grab as we flee the library”.
I’ve never had an issue with skills and I ran a lot of 3e and pathfinder as well as AD&D 2e with skills over the years. I DO have a problem with pathfinder skills (ok – 1st level rogue, you’re hiding, give me a d20 – 27?? what the F?? and you rolled a 12!!???) but that’s a different issue.
Oh – find out their bonuses and roll perception checks behind the screen – that was how moving silently, listen & hide checks worked back in the day – How could the players possibly know that they searched the room & didn’t find anything because their roll was poor.
Ok – climbing down – that’s easier…
Putting away the soapbox.
As you were…
:slight_smile:
Rory