• Doc_Crankenstein@slrpnk.net
    link
    fedilink
    English
    arrow-up
    1
    ·
    edit-2
    13 days ago

    This is why I ask players what they want to do before calling for rolls after describing an area.

    Once checks are called, all decided actions are locked in, then I narrate how the scene plays out based on the rolls. If a perception check is needed for traps, they have already confirmed what they are currently doing and can’t meta game around the consequences of it from having rolled low beforehand.

    If their actions are to search for traps, then they do so, but if they roll low, they are still considered to be actively searching and thus, I will narrate that they triggered the trap while searching due to the low rolls. This also has the bonus of letting people with good intelligence but low wisdom substitute Investigation in the place of Perception.

    If it’s in battle, perception is rolled for traps when stepping into the square of a trap. If passed, you spot it and are assumed to be actively avoiding triggering it (cause remember a square is a 5×5 foot area, not simply a single tile or something); if you failed, then well sucks to suck.

    This way, players can’t mind trap themselves into doing nothing because they are constantly paranoid about their low rolls.

    • RandomLegend [He/Him]@lemmy.dbzer0.com
      link
      fedilink
      arrow-up
      1
      ·
      13 days ago

      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