Gwen Smith |
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Just a note: Remember to apply the distance modifiers of +2/10 feet on perception checks.
==Aelryinth
It's +1 to the DC for every 10 feet of distance, not +2.
Overall:
I think the general take-away is to talk to your players and find out what kind of game they want to play, and then come up with some kind of compromise to make that type of game fun for the GM, too.
In my early RPG days, I had several "gotcha" GMs who went out of their way to "beat" the players, to trick them, etc. Some of the "fun" sessions we had:
- A four-hour session that consisted of nothing but climbing out of a 100 ft. canyon, rolling climb checks every 10 feet, falling to our deaths, rolling another character, and starting again. I don't think we actually ever got out of that canyon...
- Spending an hour of real time crossing a 30 foot room, while the rogue rolled Perception for every single 5 foot square, and every single character behind the rogue had to specify which squares they stepping into, just in case the player misremembered which square was safe...This is the primary reason every character I've had since then carries chalk.
- Taking 10-15 minutes to enter every single room, with the chant "I check the square to the right of the door. I check the square in front of the door. I check the square to the left of the door. I check the square above the door. I step up to the door. I check the door for traps. I check the lock and the door handle for traps (because the door and the handle are two different things, you see...). I check to see if the door is locked. I crack the door 2 inches. I check the square just inside the door. I check the ceiling inside the room..."
Personally, I found that type of game to be as tedious as the "busy work" they used to give us in elementary school when we couldn't go outside for recess. If your players enjoy that sort of thing, more power to you.
Chris Lambertz Community & Digital Content Director |