Interesting thoughts. But why bother with all that? As GM, your in control. If a player wants to search for a secret door, there must be a reason for it. If you want them to know that searching may be a good idea, have the bad-guy run though it, a sleeve caught in it, slightly adjar, or scratches, drafts whatever. Its a story, not a dice rolling competition. I dont ever let dice rolls dictate the flow of a game. If there is a door that they dont know about and seach for it, let them roll. WHo cares if they find it or not. You can tell them that they succeeded, or found nothing at all. Players like to FEEL they are in control over the story, and thats how it ought to be. Autonemous personalities. I just dictate eventualities and conflicting sources, and their outcomes when players reacted in certain fashion with the environment. Roleplay...not ROLL DICE.
If a search will turn it up, it turns up. If its concealed, then it may still just turn up. If someone definately hid something, a persistent search will find it.
I use perception to enhance to story. Let players roll perception when they "could" notice something, that may help them, but is not needed. When the players walk down a corridor, let them all make a special roll for perception at time X, and see how "aware" they are. Then let the player who succeeded find something that benefits the players. If they all fail, make up something that enhances the story...like a secret door bursting open, 2 orcs with knives at each others throats, hell bent on ripping each other appart. - now that gets players back into the action. And have someone at the bottom of the pile, so they dont just run away...
Gist is...dont let dice rolls ruin your game...ever. Let players think they are in absolute control of their destiny - to do otherwise (with fance opposed rolls etc) they will loose the illusion of anonymity. And they feel more reward for their actions...and have more fun. Storytellers, thats what DM's are...not rule mongers.
Q...
If a search will turn it up, it turns up. If its concealed, then it may still just turn up. If someone definately hid something, a persistent search will find it.
I use perception to enhance to story. Let players roll perception when they "could" notice something, that may help them, but is not needed. When the players walk down a corridor, let them all make a special roll for perception at time X, and see how "aware" they are. Then let the player who succeeded find something that benefits the players. If they all fail, make up something that enhances the story...like a secret door bursting open, 2 orcs with knives at each others throats, hell bent on ripping each other appart. - now that gets players back into the action. And have someone at the bottom of the pile, so they dont just run away...

Gist is...dont let dice rolls ruin your game...ever. Let players think they are in absolute control of their destiny - to do otherwise (with fance opposed rolls etc) they will loose the illusion of anonymity. And they feel more reward for their actions...and have more fun. Storytellers, thats what DM's are...not rule mongers.
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