So, my party often gets caught up in the moment, and neglects to search an area for hidden stuff. Sometimes they just appear to not realize the game would support them doing something - like wading into the lake in WEC and searching. Do you drop hints in cases like this? Like "do you want to search at all?"
My party is new, but they're approaching the end of WEC and I kind of feel like they should know by now. Training wheels off. But I'm always rooting for my players, and it's hard watching them pass up good loot.
How do you handle this? Am I being miserly by letting them walk straight past hidden stuff?
One of the most counterintuitive (but great) pieces of DMing advice I’ve ever gotten is this: for explorer-type players to enjoy making discoveries, they must be missable. That way, they get the thrill of knowing their good thinking helped them discover that crucial scrap of lore or minor magic item. If the discovery isn’t missable, there’s no fun in looking.
Of course it’s good to do what you’re doing and remind the players when they’re newer, because then they might not realize that searching areas is an option. Now, though, I think you’re totally making the right move for everyone!
I agree its OK to let them miss stuff. As Naivara said, it makes finding things feel more like it was earned. That said, are you using passive perception checks to see if they might notice the stuff without even trying?
You could also consider a passive insight check to decide if they should get a clue. If they pass, say something like: You realize you can't see the bottom of this pool of water, so you can't be sure if there's anything down there, good or bad.
I agree its OK to let them miss stuff. As Naivara said, it makes finding things feel more like it was earned. That said, are you using passive perception checks to see if they might notice the stuff without even trying?
You could also consider a passive insight check to decide if they should get a clue. If they pass, say something like: You realize you can't see the bottom of this pool of water, so you can't be sure if there's anything down there, good or bad.
I describe to the party anything that is out in the open. If a player has high enough passive perception to find something that is hidden, I describe that player noticing it from the corner of their eye or some such.
I like the idea of an insight check earning a clue, that could be a good way to ease the removal of the training wheels.
In my style of gaming I never hide anything important behind a roll. If I want the party to find it, they find it. Everything else is just a bonus. When you look at how the sausage is made, that's how setting a DC works when you know their passive abilities.
Borrow from OSR and add a rival adventuring party into the mix. Have them bragging about finding the missed loot while everyone is chilling at the tavern.Adds drama, a new antagonist, and the hint you are looking for.
So, my party often gets caught up in the moment, and neglects to search an area for hidden stuff. Sometimes they just appear to not realize the game would support them doing something - like wading into the lake in WEC and searching. Do you drop hints in cases like this? Like "do you want to search at all?"
My party is new, but they're approaching the end of WEC and I kind of feel like they should know by now. Training wheels off. But I'm always rooting for my players, and it's hard watching them pass up good loot.
How do you handle this? Am I being miserly by letting them walk straight past hidden stuff?
Others have made the key points about players missing stuff. Though it can be disappointing for you when you place something they can really use in a location and they don't find it, that is the game. You can always place that item somewhere else.
The major takeaway is never, ever, place some item that is designed to drive the plot in a location where the players can potentially miss it.
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So, my party often gets caught up in the moment, and neglects to search an area for hidden stuff. Sometimes they just appear to not realize the game would support them doing something - like wading into the lake in WEC and searching. Do you drop hints in cases like this? Like "do you want to search at all?"
My party is new, but they're approaching the end of WEC and I kind of feel like they should know by now. Training wheels off. But I'm always rooting for my players, and it's hard watching them pass up good loot.
How do you handle this? Am I being miserly by letting them walk straight past hidden stuff?
One of the most counterintuitive (but great) pieces of DMing advice I’ve ever gotten is this: for explorer-type players to enjoy making discoveries, they must be missable. That way, they get the thrill of knowing their good thinking helped them discover that crucial scrap of lore or minor magic item. If the discovery isn’t missable, there’s no fun in looking.
Of course it’s good to do what you’re doing and remind the players when they’re newer, because then they might not realize that searching areas is an option. Now, though, I think you’re totally making the right move for everyone!
Wizard (Gandalf) of the Tolkien Club
I agree its OK to let them miss stuff. As Naivara said, it makes finding things feel more like it was earned. That said, are you using passive perception checks to see if they might notice the stuff without even trying?
You could also consider a passive insight check to decide if they should get a clue. If they pass, say something like: You realize you can't see the bottom of this pool of water, so you can't be sure if there's anything down there, good or bad.
I describe to the party anything that is out in the open. If a player has high enough passive perception to find something that is hidden, I describe that player noticing it from the corner of their eye or some such.
I like the idea of an insight check earning a clue, that could be a good way to ease the removal of the training wheels.
In my style of gaming I never hide anything important behind a roll. If I want the party to find it, they find it. Everything else is just a bonus. When you look at how the sausage is made, that's how setting a DC works when you know their passive abilities.
Borrow from OSR and add a rival adventuring party into the mix. Have them bragging about finding the missed loot while everyone is chilling at the tavern.Adds drama, a new antagonist, and the hint you are looking for.
...cryptographic randomness!
Others have made the key points about players missing stuff. Though it can be disappointing for you when you place something they can really use in a location and they don't find it, that is the game. You can always place that item somewhere else.
The major takeaway is never, ever, place some item that is designed to drive the plot in a location where the players can potentially miss it.