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I really dig the PBTA model.
The door is not trapped.
The player is suspicious of the door.
The player rolls to determine if the door is trapped.
On a failure, it turns out the door was trapped and now there are interesting consequences.
On a success, it turns out that the door was trapped and the player feels good about avoiding the consequences.
Every outcome is inherently more interesting.
The only risk to this is players catch on pretty fast, they’re not stupid. It makes the world feel more silly or videogame-y, which can be fine, but it’s a design choice. For more realistic games or settings, it’s better for things to be as they are, the players uncover what was already there (or not).
Another core philosophy is to paint with a broad stroke, and to leave holes.
If a player is looking at an object and thinks “this should do something”, they’re right.
I only gave one example of something that might go wrong. Here are a few more:
- The door wasn’t trapped, but your suspicious behavior drew attention
- The door was trapped, but there is no immediate indication of what it does when you trip it
- The door is a normal door but you realize it’s not the one you were looking for
- The door was trapped, it grabs onto your hand and screams
- The door wasn’t trapped, but in your investigation, you accidentally jam the mechanism
- The door was trapped. You open your eyes and the sun is on the other side of the sky
- The door wasn’t trapped, but you find that the lock is suspiciously intricate for what was supposed to be on the other side and will take tools and time that you don’t have in order to open it
- The door was trapped, but not in a way that you noticed, and also without your notice, it now leads to a different place
- The door wasn’t trapped, but in your intense concentration, you didn’t notice your pocket being picked. Choose one item that would suck to lose
All of these lead to more interesting story and play, and most importantly, bring the players into what was always meant to be collaborative storytelling.
Throw out the book. Nothing is meant to be anything, unless it is interesting and engaging.
There’s nothing more boring than “yep, nothing there” or “haha sucker, that’ll teach you for not rolling on every single door and cobblestone”.
That’s what passive perception and hidden rolls are for, but I don’t remember if DnD still has that. I mostly play Pathfinder. So in this example, the rouge forgets to check the door. But as a DM, I asked the player beforehand how thorough their character is, and if they automatically check every door in exchange for a time penalty. If there’s no “pressure” like chasing or being chased, I assume they check every door if that’s the kind of thing they usually do, and roll for them if they forget and there’s something there. Obviously a careless rogue wouldn’t do this, and maybe they wouldn’t check somewhere they don’t expect traps like a manor party, so it depends on the character and situation. Like if they seem nervous and alert they would probably check for traps everywhere.
My players trust me to be fair in this regard and it really made the whole thing a lot smoother.
That kinda just seems like you’re playing the game for them.
It worked for us. We had a few moments like “you didn’t check for traps so now you take damage” and they said “well obviously my character would have” and I was like “y’know what you’re right. You’re playing your character, and if you were actually in that world you probably would have checked for traps because you did so the last 100 times.”
Similar how in real life you’re not conscious of every little thing you do, most of it is muscle memory.
A Druid PC of mine wanted to determine if his bear form can cross a large gap so I had him roll WIS - he rolled a 5 - I said “you’re confident you can jump that gap”
He jumped. He fell.
Rogue rolls a 3
“There doesn’t seem to be any traps…”
The Rogue:

This image of the darkest dungeon crown thing is the first thing in my head when I roll a one on anything!
Reminds me of the inanimate skeleton my players encountered. It had been put in armour and propped up by leaning it against a spear like it was guarding the door, so my players spent 15 minutes trying to guage how much of a threat it was before eventually deciding to all charge it at once. The battle was as quick as it was embarrassing.
I roll all perception, investigation, trap searching, insight & etc behind the screen. So they gotta trust what they get. I sometimes will do a wink and a nod if they do really well, but also sometimes when it’s a crit fail. I think it also works well because we’re playing a horror game, and a lot of horror involves the unknown and not being sure about your senses.
I’m a big fan of “Give me a Deception or Persuasion roll” rule for player interactions too. They don’t declare which one it is out loud. So the other player only hears the number, not whether or not it’s a lie. It curbs a lot of meta gaming.
I don’t even think that should be limited to horror; I think that should be boilerplate standard across all tables.
Nobody knows when they missed something important or they wouldn’t have missed it, by definition.
I see a lot of negative reactions to secret checks in PF2e online, but my players and I love them. It’s especially good when they all roll a secret check and the results mean I can give out conflicting information.
I always do this. It’s a lot of fun to see the players scheming over a regular wall or door or whatever
Reminds me of Critical Role season one:
They eventually become mighty heroes who defeat dragons and demons of almost literally godlike power and prowess as well as entire armies, but their most dangerous foe ever was…a simple nonmagical door that happened to be locked on a day where the gods of the dice hated them while they all took turns holding the Idiot Ball 😄
That’s actually the episode that made me rethink how skill checks work at all… Like a 7 ft pile of muscle barbarian isn’t actually that much stronger than a 4 ft halfling bard in DnD. In my mind, The Mountain just kicks the door down, and that’s the end of it, or at least can destroy the lock with a greataxe. There’s no need for subtlety in this situation. It seems silly that the entire concept of your character just doesn’t work sometimes
I feel like I could run a game pretty decently (I wrote and ran a one-shot; nothing else), I just have no players :/
Y’all need more wizards around that used permanency more often. I’ll pay another wizard the guild fee for them to give me a permanent detect magic, detect traps, and comprehend languages for the early game.
I do rolls for the player, in secret, if the outcome of that roll is also unknown to you. For example, if you roll a 2 on perception, you aren’t going to know you missed something. So I rolled and hit you with the ’ole “You see a room.”
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You feel you are hidden
It seems like they are telling the truth
It appears to be free of traps/alarms
It looks like they believe you
Do you [insert object interaction here]?
You don’t see anything happen
I also enjoy building tension and then releasing, while occasionally building and then giving them jump scare. I did that recently playing Mothership. Earlier in the session two androids were working on repairing a doodad while the Marine stood watch outside the room. When the Marine steps back in the room they see one of the androids in the chair that was occupied by a body a couple of hours earlier
GM: As you think that you turn your head to the left, and that side of the room is empty. You whip your head to look on the right side of the room, and in the corner closest to the door
Marine: I RAISE MY SMG
GM: and you see the body of the lieutenant laying flat on the ground, where the androids had placed it so that the body wouldn’t get in their way
Later, while exploring another area:
*lying :)
FareFairI’m a big fan of the door trick
It does make sense if it’s like, an ancient booby-trapped, kobold infested dungeon to open doors a silly way. I like to trot it out occasionally in a tavern to see if the players take the bait. It usually ends with the bartender making fun of them.
“You don’t see any visible wyverns.”
“You don’t notice any secret passageways”
I had a session where I had the highest perception, entered a room, and rolled a nat 1, so I said, “Everything looks clear.” The rest of the party, including the rogue, proceeded to fail their perception checks. And that’s how we got ambushed by a colony of jellyfish-like creatures.
https://youtu.be/ZjlYFWLUDBQ
On the opposite side: Low roll means noticing something unimportant instead of the danger. Sometimes it entices them closer to danger, but other times the opposite so they might shuffle away into danger avoiding the minor detail.
Or it just gives then something silly to obsess over.
My mom’s favorite is the phrase “nothing discernable happens.”
I played with a DM that asked every time “which hand did you open the door with?”
Gave us a complex in the best way 😛
Also a classic for a failed perception check, particularly when there is no trap: “You don’t see the trap”.
It’s also fun to pass a “nothing interesting” note privately to the rogue (especially if they’re playing some variety of an untrustworthy scoundrel).
The party jumping at shadows tend to make the rogue’s player grin smugly, which sometimes makes the party jump even harder at shadows.
Player: “Guys, this is where the assassin is supposed to be hiding out. I’ll bet he has it trapped with poison darts.”
GM, feverishly scribbling notes: “Anything is possible”
It’s not sadism. It’s protecting the players from themselves. If you don’t keep players from treating RPGs like a game they can win, they will drain out all the fun and blame you.
Bobbins searches the cave.
In regards to curbing the meta, PF2e has secret rolls, in which the player does not know the result.
For example, Seek is secret, so when someone is checking for traps they don’t know if the GM saying “you don’t see anything suspicious” is the result of a success or failure.
That’s why I roll to call bullshit on the DM. And fail.
If your players are doing meta playing to get an advantage, the problem is the players.
You’re trying to make a story for everyone to have fun, they’re trying to “win” the story by ruining the fun of it.
Either they fix their behaviour, or they fuck off. Having to create measures and countermeasures against your friends because their oversized ego doesn’t let others enjoy a game is a bit pathetic.
It’s not always that simple. Sometimes metagaming can be subconscious, or just hard to avoid. It’s not always “to get an advantage” in such plain terms, and kicking players off the table for doing this on occasion… well, you do you, as always, but I won’t be surprised if you have difficulties keeping a table full when you DM.
I just like to fuck with my friends!