Tag Archives: take 20

How to Avoid Boring Rerolls of D&D’s Ability Checks

Dungeons & Dragons plays best when players can only retry ability checks if something changed after the first roll.

For many ability checks, this makes sense because failing makes trying the same thing again impossible. The Dungeon Master’s Guide gives this example: “If the rogue loses a contest of Charisma (Deception) against the guard’s Wisdom (Insight), the same lie told again won’t work.” Typically, Intelligence and Charisma checks only allow one attempt.

Still, the realization that DMs should avoid allowing rerolls surprised me because some checks naturally invite retries. Typically, Strength and Dexterity checks seem open to multiple attempts. Why not try to pick a lock again? The Dungeon Master’s Guide even includes advice for multiple checks. “In some cases, the only real cost is the time it takes. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task.”

That suggestion seems like advice for retrying checks, but at the core, it tells when to skip them. If a character can succeed and has time, then skip the roll. This guideline never explains how to determine whether characters have enough skill and talent to succeed. (Spoiler: I will recommend rolling a check.)

DMs aim to run an exciting game, and skipping rerolls helps. The outcome of a roll should launch—or at least nudge—the game ahead or into a new direction. Even a failure that blocks progress should inspire ingenuity. If a failure does nothing more than prompt a player to fish for a higher number, then the game stalls. Boring. Third edition even created rules to avoid such fizzles. A player could take 20 and spend 20 times as long in exchange for an automatic 20 on a check attempt.

For checks that seem to allow multiple retries, the take 20 rule answers the can-I question using addition. While fifth edition skips the take-20 rule, the math remains the same. If a character’s check bonus plus 20 meets or beats a task’s DC, then mathematically the character could succeed. But this take-20 math leads to unsatisfying play for two reasons:

If bending the bars of dungeon cells requires success against a DC 20, which the game calls “hard,” then anyone with an average Strength of 10 and time to spare gets loose. The same goes for a hard lock and an untrained thief with no aptitude. For dungeons to hold athletes and locks to deter thieves, the iron and the mechanisms need a DC 25 and talented beginners still get through. I think we can all agree that prisons work better than that. But we contrive DCs to create a fun and challenging game. D&D aims for heroics where the barbarian bends the portcullis and the rogue picks the lock, all before the approaching monsters arrive. So the game recommends DCs based on the assumption that characters only get one attempt.

Instead of using take-20 math to decide whether a character has enough talent and skill to succeed, the game usually plays better when one ability check decides. Knowledge checks already work that way. When players ask if their characters know the history of Netheril, a check answers without rerolls or taking 20. For any check where failure blocks a retry, one die roll decides whether a character can succeed. Can the paladin persuade the mayor? Can the wizard decipher the sigil?

Checks that decide what a character can accomplish date back to first edition and attempts to bend bars or lift gates. “The attempt may be made but once, and if the score required is not made, the character will never succeed at the task.” Does a failed check reveal thicker bars? Maybe. Such checks fit D&D’s long tradition of rolling to learn things about the game world, things like whether a door is locked or if the skies are clear.

Die rolls bring more fun than letting take-20 math or a DM’s ruling decide between success and failure. Plus, you only roll once so the game never stalls while someone fishes for a higher number.

Now that you know to never allow a character to repeat a check, I will weaken that principle by revealing exceptions.

One obvious exception: Sometimes a change in approach allows a reroll. If a character failed to move a stone, perhaps a lever will help. Gain another attempt.

The second exception requires a DM’s judgement, something right in the DM job description.

When characters risk paying a price for failure, allowing retries can create a more exciting game. If a climber can fall or if someone attempting to disarm a trap can suffer the device’s effects, the character can retry and bear the risks again. Often the price of failure comes from losing time against a ticking clock—a draining hourglass in most D&D worlds. In classic D&D games, every moment wasted raises the risk of wandering monsters. When attempting to break a door, the price of failure is often noise, whether it alerts wandering monsters or nearby guards.

Fifth edition allows for setbacks more interesting than damage or delays. Failure can mean that a character “makes progress combined with a setback determined by the DM.” For example, if a rogue blows a roll to pick a lock, the DM can decide that the lock opens but the attempt made a noise that leads to complications. Gamers call this failing forward.

The Call of Cthulhu roleplaying game includes a “pushing the roll” rule that lets players agree to pay a price for a second failure in exchange for a retry. Players describe the extra effort or time taken to justify a second chance. Plus, they give the game master “permission to bring dire consequences” if the next attempt fails. You may steal this rule for your D&D game. The idea works especially well for checks with a potentially harsh penalty for failure. For example, a character who fails a first climb attempt realizes the cliff seems too treacherous and makes no progress. If the climber pushes on despite the risk, and then fails again, they fall.

DMs who ask for a check must be ready for failure. Sometimes even published modules include checks where a failure blocks the rest of the adventure—checks with no room for failure. At conventions, I have seen bad rolls test DMs who abruptly realized that a failure left the adventure no way to continue. These DMs switched to improvising new checks as a way to drag the group to success. When we kept failing, the damage control turned comical. Failing forward lets characters fail checks and still pass ahead, but search checks and especially knowledge checks can make inventing a setback a hard challenge for a DM.

Related: In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?

Is it found? How to handle a search

Speed through the obvious by summarizing simple search efforts

Game masters often speed past the uninteresting parts of the game—the parts with few decisions or obvious decisions—with a simple summary of activity. Most game masters will use a summary to skip past a search of a place containing nothing of interest, but the technique also works during the players’ first examination of a cluttered laboratory or dusty crypt.

When you conduct the routine parts of a search, summarize the obvious actions the party might take to perform a quick, initial search. This summary from the game master brings two advantages:

  • You, as the game master, and the characters in the game world have a clearer picture of the location than the players.
  • You can summarize the results of the most simple, obvious search efforts without slowing play with back-and-forth discussion as the players describe their actions.

In your summary, mention the obvious items in the location and any simple steps required to search around and inside them. You might also mention things the characters don’t do, either because the actions could be risky or time consuming. For example, “As you look, you leave the books on the shelves and the furniture in place.”

Parable of the Hidden Treasure by Rembrandt

Hidden Treasure

Avoid giving the results of this summary, in case the players wish to change some the actions that you outline. For example, “No, none of us go near the dark altar.”

This description will give the players a more vivid picture of the contents of the room, and will suggest things that deserve further checking.

Once you finish a summary of an initial search, the players can agree to proceed, you can share the outcome, and then the players can describe anything they want to do to take a closer look.

This method only works if you limit your description of the party’s search to obvious efforts. Do not make the players feel usurped by the game master. If the players enter the Garden of a Thousand Stings, where any misstep brings painful death, have them spell out every action. If the players enter Acererak’s throne room, and they prefer to describe every nuance of their search, they can—they should.

Search procedure

When the players ask to search a location, and they have limited time to search, use the following method:

  1. Ask if the characters will touch, move or open things as they search. If traps seem plausible, ask how the characters divide the responsibilities of opening and moving. If the room appears on a battlemap, you can ask the players to place their figures in the region they intend to search. During this step, you establish which characters could possibly trigger any traps or hazards that may exist.
  2. Summarize the obvious actions the party might take to perform a quick, initial search. This description will give the players a more vivid picture of the contents of the room, and will suggest things that deserve further checking.
  3. If the players have no objections, then tell the result of their initial search. The characters might find the keys on the bodies, coins in the sofa, and the monsters under the bed. They will find anything in plain view. If they open and move objects, they will also find anything not carefully hidden.If you feel uncertain whether something hidden would be noticed in this first, quick search, call for a search check from the entire group, but only consider the result from the character searching the area with the hidden object. Many things in the location may still need a closer look or more actions to find.
  4. If the players think some features deserve more thorough investigation, let them describe closer checks. For example, “I want to check that empty chest for hidden catches or compartments.”“I wonder what’s behind the bookcase. Is it built into the wall?”
“In most cases, you need to tell the DM where you are looking in order for him or her to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Intelligence (Search) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.” – Dungeons &Dragons Next playtest

In step 4, the characters’ specific search actions may call for search checks, or they may yield discoveries without a roll. As the characters’ search actions grow more specific, they may make some or all search rolls irrelevant. If the ceiling contains a hidden trap door and someone starts rapping the ceiling with a 10′ pole, just tell about the hollow-sounding spot that reveals the door.

Searching and tedium

This search procedure typically applies when the characters face some time constraints, when they must decide whether to keep searching, or whether to press on before, say, a patrol comes or the dark ritual begins.

When characters can search without time pressure or risk, but you, as the game master, make the players either roll or narrate their search process, you can introduce frustration. The players know if they waste enough real-world time rolling checks or describing how their characters probe, sift, and break down every object, they will eventually find everything that can be found. The search’s success hinges on the players’ patience for drudgery.

In the classic dungeon expedition, the threat of wandering monsters discouraged this sort of grind. In original Dungeons & Dragons, searching a 10 foot section of wall for a secret door required a 10-minute turn. Each turn, the referee checked for wandering monsters, and the players faced a 1 in 6 chance of attack. Players focused their searches on the most promising features, and then moved ahead. See “Three unexpected ways wandering monsters improve D&D play” for more.

Third edition acknowledged the tension between tedious play and exhaustive searches by introducing the option to take 20. Taking 20 allows players to find everything the characters could possibly find, without testing anyone’s patience.

Searching without game-world time limits

Fourth edition and D&D Next both dropped the rule for taking 20, while old-school games include no rules for checks at all. However, the players don’t need to say, “We take 20,” for you to cut past tedium.

Anytime players can search without time pressure, they will find everything that can be found.

If players search without time constraints, and they’re determined to finding whatever can be found, let them find it. Skip the rolls and skip the rote recitals of how and where they look. Just tell the players everything they’re capable of finding.

Although this guideline lets you provide a search’s outcome in seconds, the guideline applies when the players wish to invest what could be hours of game-world time in an exhaustive search. If the players show no particular interest in a thorough investigation, then just summarize the outcome of a simple search and let them follow up as they choose.

In unusual cases, the characters may not be capable of finding everything. For example, a perfectly concealed door may require a search DC higher than 20 plus the search skill of the party’s best searcher.

Time and search

Most versions of Dungeons & Dragons tend to leave the time demanded by a search to the discretion of the dungeon master. Advanced Dungeons & Dragons offers the best guidelines: “mapping, and casually examining a 20’×20’ area” requires a 10-minute turn, and then thoroughly searching the 20’×20’ area after the initial examination requires another 10 minutes. Actual time varies depending on the amount of stuff in the area. Characters must spend much more time to finish an exhaustive search that finds everything that can be found, and rules out any possibility of missing something.

Newer versions of the game calculate search times with an interest in making searching feasible during combat. Third edition lets you search a 5’×5’ area as a full-round action. Pathfinder lets you search it as a move action. I can’t even find my keys in a 5×5 inch basket that fast. These times only seem applicable to a relatively empty battlefield square, and not a wizard’s junk drawer.

“Time spent searching for anything (secret passages, hidden treasure, etc.), loading treasure, listening, ESPing, hiding, will be adjudged by the referee as to what portion of a turn will be used by the activity.” –Dungeons & Dragons Underworld and Wilderness Adventures p.8

In play, when time matters, keep a rough accounting of the time characters invest in a search, and share the totals with the players. You may need to keep them appraised of the risks of spending more time.

How to run listen.

This one is easy. Everyone forms a line and takes turns putting an ear to the door, and then rolling. Meanwhile, the dungeon master rolls to see who is listening when something awful comes through the door. For instance, Beholders can drift soundlessly and open doors with telekinesis.