The rogue or thief in a fantasy party has a standard operating procedure:
1. listen for sounds behind a dungeon door
2. see if the door is trapped (if so, disarm)
3. see if the door is locked (if so, pick the lock)
4. check the door frame and the floor in front of the door
An elf rogue at work. (image: paperspencils.com)
The rogue in my most recent Pathfinder game added a little twist: open the door just a crack and peek around the corner to see what's inside (though he is a halfling, so he can't see when the room is dark).
Games like 4th and 5th edition D&D have the passive perception rule, where the character "takes 10" on a Perception skill roll. It saves time, but it also takes away a lot of what the rogue has to offer a party.
So, GMs, to keep the SOP from being boring, without denying the rogue player some activity: change up what's at a door. Include a lot of traps at the door and make sure you describe sounds, sights and even smells coming from the other side of the door. Make it as absorbing as a monster encounter, or experimentation with a potion.
Is there something special that's part of your party's SOP?
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