Calling tests on PCs

By RoBro, in Dark Heresy Gamemasters

I am having trouble calling the tests on the PCs. The biggest two ones I am having problems with is the Awareness check and the search check, or any test that takes longer that 1 second out if combat. For the awareness check, do I call for the PCs to roll? For example, When they enter the room and a dark figure is observing them from the walkways on the ceiling, to I say "Make an awareness check as you enter the room" or do I secretly roll for them. The problem is when I make them roll and they all fail, which usually is the case, they get all suspicious, and now expect someone to jump out and kill them.

For the search test, I think it says in the book or someone on the forums said it takes about fifteen minutes. First of all, at what size of an area do I stop calling for search tests. Obviously, someone who is searching a dead mans pocket wont take fifteen minutes, but while someone searching one side of a planet will take more then fifteen. Also, this happens a lot, when my players are not looking for something specific, do I call for a search test? Or just let them look around? Vise versa also, for example, if they are looking for a glass of water in some cabinets, and I know there is not a glass or water in the cabinets, do I call for a search test? A successful check wont make a glass appear for them, or will it? Sorry if this seems jammed of questions, but I have one more. Do I tell them how long it will take before they take the test? Or tell them after they have rolled? I feel like one day they are going to search a body, they make the roll and I say, "You spend fifteen minutes on the body, and find........". The PC might then say, "What! I only wanted to spend 1 minute looking! This is mutiny!" Maybe that wont happen but you get the point.

Answering one of these questions would help. Thank you!

Awareness tests... Often, particularly if your players are the sort to get suspicious anyway, you can make those Awareness rolls yourself and not tell them if they succeeded or failed. On habit of some GM's I've known is to just occasionally roll the dice just out of sight. Sometimes, it's an awareness test to see if the PCs spot an ambush, sometimes it's meaningless and intended just to freak the players out.

Search test... By the rules a single search tests is enough to cover "a small room" and takes at least 5 minutes, depending on area. Searching a larger or small area would take more or less time and searching a very large area could reasonably require multiple checks. That said, here's the key... only make a check if it matters to the adventure. If they are just looking around the room, describe the room to them... that doesn't require a check. If they are just looking for a glass of water, just say yes or no and be done with it. No, a successful search check does not make something appear, it only detects a clue/item/detail that you the GM have already decided is there... and if it isn't there, no degrees of success will make it exist.

Regarding searching someone's pockets, I would only require a check if there was something small or hidden in said pockets... just turning out someone's pocket's wouldn't require a check. Search is specifically for finding concealed objects, clues "and anything else that might be hidden." It's not for items in plain sight.

Hope that helps.

As a GM have the PCs test for awareness all the time. Sometimes they just don't find anything because nothing is there. When you make them roll after rolling your self behind the screen, and they roll well, but find nothing then they are really concerned.

PC 1- "Man that sniper must have a really good roll to hide!"

PC 2- "No I bet it's another one of those ninja her-bots in the vents!"

As it says in the DH rules for Awareness: " When using Awareness to detect a hidden enemy, the test is always opposed". Let the players roll, but don't tell them the opposing skill.

If they don't spot something it's either because there is nothing to see, or it's very well concealed.

How long does a search check take ? the rules says minimum 5 min. but why not ask the player ?

If he takes less then 5 min assign a penalty, if he takes more the 5 min give him a bonus.

How long does any other non-combat skill use take ?

Tricky question. It depends very much on the skill and the task being tried. A survival skill check could take an entire day, while a Sleight of Hand check only takes a few seconds. Basicly it's a GM call adjusted by common sense.

in my expirience with various rpgs i always roll for the players everything that isn't obvious to them: for ex. rolls to detect enemies or threats, rolls to resist an injested poison, rolls for searching (rarely use search skills relying on descriptions and ideas from players the most of the time to find clues or hidden objects), rolls to open locks or improve security, rolls to fix something broken (maybe they think it will work and when the time comes the item fail) etc. everything that isn't in complete control of the players be it for its source or for its consequences i roll it behind the screen.

to avoid wild guessing from players every now and then i roll some dice just to avoid players to detect my roll as "something is happening", they never know what roll has some meaning and what roll is only made to confuse them. i've found this approach very enjoyable, players never recive "outside clues" on what is happening.

My suggestions / advice:

1. For Awareness: The best way to deal with this in my mind is to make them roll awareness when their isn't some thing there almost as often as there is something there and keep them guessing. I've found that players feel less proactive / engaged when they are being rolled for instead of for themselves.

2. For search tests: I think search time should be up to the GM as far as how long searching a particular space, and up to players how long they want to spend searching any size space.

I've always felt funny about this skill, though. Search seemed, as a skill, more mechanical than anything. I prefer that players can take a search action (however long), and roll awareness to spot things as they go about their search. I've also preferred that if a character would need a particular knowledge to notice details that would only be distinctive to someone with that knowledge, then I would give a bonus to the search threshold to those searchers or those without the knowledge, simply would have no chance to notice the detail / item / whatever.

There's my 2 cents.

My group is hardcore munchkins, so searching and awareness come pretty for foreign to them.

For awareness, I have simply trained them to roll for it. After about 30 hull-ghasts popping out of vents (we were playing a scenario reminiscent of Aliens, though they were too weak for genestealers), they got the idea that they should try to spot things. It doesnt always work, and is rather haphhazard, but meh.

As for searching, I agree that a typical search is a 5 minute look about. I try not to hide anything important under a search, unless it has been quite spelled out through the course of the adventure ex/ a talisman has been taken by Noble A, who keeps everything important in his study. Then again, my group has terrible dice luck, so I usually end up placing the object of their search on a tough Boss or Mini-boss later in the adventure.