0:00
dungeon Masters don't mistake
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proficiency for a lack of interest in
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specific mechanics in the game things
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like the log Rogue things like using a
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10-ft pole to check for traps things
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like that don't see those things and see
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them as a signal that your players
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aren't interested in specific parts of
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the game such as traps if your players
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are taking precautions if your players
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are you know taking steps to protect
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themselves to check for traps to use a
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log Rogue rather than throwing a person
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down a hallway to poke stuff with sticks
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all of those things that shouldn't tell
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you that your players don't care about
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those things or don't want those things
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in the game that should tell you that
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your players expect those things to be
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in the game and they want to be rewarded
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for looking for those things if they're
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throwing log Rogues down a hallway put a
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trip wire there every once in a while
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reward them for taking the steps reward
1:01
them for their understanding of the game
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and the threats that the game can
1:05
present but at the same time also take
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those things as a signal that your
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players are ready for bigger challenges
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if trip wires and mimic chests and
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needles in door knobs are no longer a
1:20
threat to your party then it's time to
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step up the challenge it's time to give
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them something more interesting
1:28
proficiency should not be seen as
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disinterest proficiency is a sign that
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players are ready for a more difficult
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more engaging level of play