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Hello,

I did some searches and found some old discussions, but I did not get a good answer to my question.

What is a good and fun way to play perception checks, for traps especially? We are pretty new to Pathfinder and RPGs in general and I am the DM.

As I read the core rules, players have to look for traps explicitly. If they don't, they will walk into the trap. Fair enough, but then, that sort of forces the players to play it really safe, like "I look for traps at this square. I move to the square. I look for traps at the next square. I move to the next square..."

That's hardly fun. Alternatives I am thining of are:

- Just let it be like that, presuming that the scenario is written so that the players have reasons to be suspicious of traps where they are likely to be.

- Roll perception checks automatically. (This is what the players would prefer.)

- Give them some kind of warning, like "this dungeon is dangerous, so be careful".

Any ideas? How do you more exprienced DMs deal with this?


Hi,

I am new to Pathfinder, having played a bit of other RPGs when I was younger. I am now the DM for a few friends, all new to RPGs. We are playing Crypt of the Everflame to get started.

Is it normal in Pathfinder to constantly camp to heal and recharge spells? The player characters have been told that a woman has been captured by the monsters and needs help, but they are not in any hurry, just dismissing the NPC when he tells them he is afraid for his sister.

I think they have spent like a week of in game time in the dungeon by now. They do one or a few encounters, and then pause to heal for a day before moving on. I think it's out of character, but on the other hand, the encounter rate is pretty high and the characters do get worn out quickly.

Is pathfinder balanced to be played like this?

Thanks for any advice.