Introduction
The procedures of the search seem like they would be one of these really
minor, blink-and-you’d-miss-‘em blip on the rules radar, a minor trifle if
anything.
Yet this topic is one of the main pillars of old school play and how it is
treated at one’s table speaks volumes of the tone set for a game. There is good
reason for this as it is one of the foremost instances (by association with
traps, the passing of time and the possibility of random encounters) where
player creativity and input can become rather frequently solicited:
deciding when to search, what to search
for, where to search for it, and how to do it
are all finer points of player expression which should have real implications
on the end result, in numerical bonuses (if new school) or direct results (when
old school). By comparison, a player’s not usually invited to wax poetic about
a sword thrust from his character, but when searching for nooks all of the
words have to be measured, the abstraction taking a back seat and interaction
with the description becoming very important indeed.
Traditional play dealt with this in a very loose fashion, intuition being
the watchword of the day, things were either In Plain Sight –
described readily upon coming under a character’s notice, Concealed –
meaning they were found as soon as a character declared he searched the general proximity
of the correct spot or Secret – requiring a die roll to find
even when a search effort was directed at the correct place.
Since I’m bridging an adaptation here, I’ll retain these terms and attempt
to translate this approach to current mechanics.
That’ll be just the check, please – the Collective Roll Syndrome
A noticeable folly of the new school, I’ve seen players signal the referee
to coast a search along, ask for dice to be rolled and just be presented with
the itemized final tally of what they’ve found in a whole room.
This time around, in addition to abstrusely dispersing the relevant
information in three separate entries (maybe more as these were the ones I
could find) Fifth Edition seems to not have made up its own mind on how to
treat this: the sidebars titled “Hiding” and “Finding a Hidden Object” pointing
in semi-conflicting directions. Eventually, as going by the current books,
we’re soon led into an ugly place in terms of game design: the collective
search roll.
I’ve had a gut-problem with collective party rolls for searching since my first
reading of the rules. Here is a place that inequivocaly points to the
superiority of old school play, wherein the players cannot simply wander into a
room and each pay their due d20 perception rolls like at a toll booth and
expect to be rewarded with shinies if they score high. It’s just too easy, too
mindless. 5th does take the positive step of requiring input from the player
for the search to be a valid one, but doesn’t go quite as far as I’d like.
What’s worse: metagaming rears its ugly head but quickly, once a given
player rolls poorly, in barges the nearest party mate, knuckles a-cracking to
repeat the search “just to make sure the ranger searched things right”; rinse,
repeat, nauseate. Lets face it: if something was hidden to the point of
resisting a search by the highest of 4-to-6 Perception rolls we can pretty
assuredly assert that it just wasn’t made to be found, conversely, knowing most
things won’t stand to that kind of character scrutiny, why bother?
Granted, plenty of old school blogs nowadays have pretty much homed in on
good procedural for doing this, so I’ll just push this along to completeness
and avoid earning further stripes in obviousness. The Alexandrian, as well as
Hack & Slash tackled this effectively, the first one even coopting some
useful new school concepts (“take 10/20”) that already were implicitly present
in old school play but simply lacked such designation, gelling it all together.
The Crunchy Bits
Searching is a choice of action that implies free hands or adequate tools
and a minimum degree of illumination, meaning candles can actually be of use in
providing localized light while at the same time minimizing the party’s profile
to attention from the exterior. Characters focused on a search may well become
disadvantaged at noticing other things so it is advisable to post a lookout.
Searching for static objects, whether hidden doors, items, features or
traps is to be done dicelessly save for those cases so
cornered that they’re basically rabid beasts. It’s a very stable albeit
time-consuming task, hence my leaning that only the players’ options and the
character’s Passive Perception, modified by circumstances and mode of search,
are to count. This is basically the interpretation of the traditional
methodology as shifted through the lens of the 5E mechanical frame.
Remember: Perception only tests the character’s senses, whereas Searching
is a lot more about deduction and investigative inspiration (i.e. actual play
through meaningful choice) than rolling a die to see if you blinked at the
wrong time. Also, note that despite referring to Perception throughout, I don’t
care to formalize which skill bonus is actually applicable (Perception,
Investigation or other), it’ll be subjected to adjudication on a per-case
basis.
Verbal Declaration – Player Input
This is intended as the obligatory ground floor to whatever search effort
the player wishes the character to engage in. The search pattern is directed by
the player in relation to the description handed by the referee and the method
of searching (Rummage, Rote or Thorough) is selected.
Whenever a player feels like the situation merits it, he can describe his
search in greater detail, the character being thus allowed to manipulate his
surroundings in a way that still adheres to the numerical logic of the rules,
since without the proper input he’ll only ever find items or features hidden
within his perception range, but can occasionally supersede them if adequate
action is taken, for example smashing a sealed cubic urn upon the ground to
access its contents instead of attempting to find a delicate opening mechanism
concealed on its underside or spilling water to watch if it seeps through any
hidden cracks instead of being helplessly prevented from finding an otherwise
impossibly-well-hidden trapdoor.
Single Glimpse – Skill Check
A character that only gets one glimpse through a corner as
he tries to count the number of denizens in a room or he wants to assess
details as he steals a quick glance down a side-passage while on the run from
something nasty; Basically, when pressure and uncertainty collide,
randomization is the answer.
Ransack – Skill Check
When time is of the essence and the character wishes to wantonly rummage through a
room’s contents, ransacking takes half the time of a rote search and can even
yield better results depending on the roll, but I’ll impress upon the players
that it is exceedingly noisy and absolutely careless behaviour, and the gains of rolling high (i.e.
matching a Thorough Search at most) are probably not worth the accumulated risk of Fumbling
and attracting undue attention or even breaking fragile treasure.
I’m willing to retain the maligned option of rolling for Searches as I can
appreciate its borderline uses (and recognize that sometimes change is hard to
impose at a table) but I'll be sure to stress that as soon as the d20 is lifted, it’s all on
fate and the player's shoulders: I
only let characters fail forward when there’s a swordpoint or a pit trap greeting
them at the other end.
Standard or Rote Search – or “Take 10” – Passive Average Perception
Score
This total is actively applied to whatever the character searches at a slow pace, taking a
rough average of 10 minutes per 10’x10' area searched, 10' of wall section, or 2 minutes per handheld
object inspected. Multiple searchers linearly accelerate the process.
Thorough or Detailed Search – or “Take 20” – Maximum Perception
Total
Nets the best possible search effort that the character can muster, as per
having rolled 20 on the die, slowing the pace to a crawl and taking five times as long as a rote search to
perform.
Orientation on DCs
Note that I’m really only mechanically concerned with Hidden level
of information. Concealed things are given to anyone who
merely takes the time and indicates searching in the correct place (meaning
they’ll have a DC in the 7-10 range if that), the rest being In Plain
Sight and either directly part of the referee’s initial description or
obtained immediately upon request (for example, the texture of the walls, the
height of the ceiling, any plant growth or discolourations, etc).
Going with the static totals requires some thinking about DCs, as the
searching efforts become very stable: keep in mind that something labelled
“Hard – DC 15” will be found by anyone – even a Perception 3
character – with a thorough search; while it takes a DC of 27+ to ensure that a
character maxed out in Perception (taking 20, +4 mod, +2 from Proficiency)
cannot find a chest buried under flagstones.
I’ll most likely (d)evolve my approach into gut-feeling these numbers as a
“requires rote search to find/requires thorough search to find” simplified
heuristic labelling, the actual DC being little more than a numeric middleman
that will prove the most useful when writing or adapting published material.
Time will tell.
Modifiers
Not many that I can produce, but searching under dim-light (since movement is
already pretty hard-coded into the search modes), will impose a
-5 to the Perception total. Again, I should only resort to the numbers when
discretion fails me.
Closing Thoughts - Relativizing the importance of missed content
A word relating to the importance of missed content. This type of
occurrence will only ever truly matter in a revisitable megadungeon or a place
where otherwise several parties with varying rosters of players are likely to
pass through. It only really carries any weight that we lock some information
or item in a fixed place if the importance of doing it is demonstrably not
spurious, otherwise it is ourselves that we’ll be fooling. With but one party
to master, whatever they don’t find in the first comb-through is very much akin
to never having existed in the first place, as even later maps pointing to a
supposedly original hidden place can be created out of thin air after the fact,
along with the placement for the reward.
My adoption of the above system was rooted on this asymmetry between
unknown difficulty (since a player can never know for sure if there is
something hidden when he searches or not) contrasted with the player’s own
public rolls, conspiring to create this inelegant metagaming vortex of die
after die being thrown at a problem until the desired high roll comes along and
the referee has to tell a crestfallen player that no, there really isn’t
anything there worth the chase, all this punctuated with the occasional
pavlovian score that shines through only to perpetuate the behaviour.
Expanding on the idea of basically boiling things down to "hidden, concealed or secret", could you not use a similar tact as this for knowing information about creatures/places/things for knowledge checks by similarly dividing up the information into categories of difficulty and limit them to passive knowledge amounts unless they have access to libraries or sages? No idea what those categories would be or how to determine it in a not ad hoc way.
ResponderEliminarCompletely spitballing and no idea if this remotely makes sense or is in line with how you (or I to be totally honest) view the game.
Absolutely feasible, Maliloki. But consider that this invites the sort of self-defeating complexity where each setting is a setting and knowledge is such a fluid, fluid word, it really gets in every nook and cranny.
ResponderEliminarIn this condiment issue, I lean strongly towards "lots of show, a pinch of tell".
Creating and awarding knowledge is one of the great enjoyments of the sustained running inside a self-consistent setting. Its acquisition often best handled as a reward (for the non-practical fluff) and through scene-establishing trial & error (for practical issues), the itemized list of "things you just know" extrapolated from the mental stats and the skill list not being terribly exciting ground.
Thinking out loud, for Sages and PCs alike, one could divide knowledge into tiered "Common Sense (tied to Wisdom)/Educationally Learned (tied to Intelligence)/Esoteric (special)", something like this.
Linking player characters and that last "Esoteric" category, I'd tend to take the easy way in and have the character's knowledge align with the player's knowledge. Meaning that new players begin play with characters absolutely foreign to the setting (the everymen), with more worldly PCs becoming available only to players wiser to the setting's realities (its "truths"), acquired through previous brushes with the referee's presentation.