• sammytheman666@ttrpg.network
    link
    fedilink
    arrow-up
    59
    arrow-down
    1
    ·
    1 year ago

    Players : we open the door Me : ok. How exactly are you proceeding ? Do you touch the handle ? Them fretting for a minute, doing a couple checks, and finally trying the handle Me : the door opens no problems Them : what happens ? Me : nothing special.

    Dont worry, I just do it once or twice per dungeon. It helps them remember to check the trapped doors.

    • Steeve@lemmy.ca
      link
      fedilink
      English
      arrow-up
      17
      ·
      1 year ago

      I feel like trap checks should be passive checks or at least called out by the DM, otherwise dungeons can turn into a slog.

      • sammytheman666@ttrpg.network
        link
        fedilink
        arrow-up
        7
        ·
        1 year ago

        If you ask for a passif that isnt improvised then you decide in advance if they can find it and by whom.

        I like to ask for die rolls. Because its a die rolling game. If I want them to know something for free without the risk of them failing it I will use passives as an excuse

        • Steeve@lemmy.ca
          link
          fedilink
          English
          arrow-up
          6
          ·
          1 year ago

          Yeah asking for die rolls is a good play, I just think it’s boring when you take 10 minutes to open every door because every character has to independently check it for traps lol

          • sammytheman666@ttrpg.network
            link
            fedilink
            arrow-up
            5
            ·
            1 year ago

            Do like me. Max one check with help or 2 checks for anything. If it fails, try something else. If it really takes too long, next door the trap is obvious and the challenge is to disarm it.