I'm learning here myself, so noted. More than happy take suggestions. I suppose in those situations the better course of action is to use the 5e mechanic of the passive skill, since mostly these asked for rolls revolved around "did you hear X which I know about but you don't know about". As a matter of principle, I *am* interested in pushing for player skill over character skill. This is going to sound very basic and long-winded, but it's a key D&D 5e conceit in my view and it's sort of for everybody (including myself so as to organize my thoughts), so please don't take it as patronizing. The basic conversation of the game is this: 1. The DM describes the environment. 2. The players describe what they want to do. 3. The DM narrates the result of the adventurers' actions. Somewhere between #2 and #3, the DM has to decide whether the actions the players described will succeed, fail, or have an uncertain outcome. If it's the latter, that's the only time the DM calls for a check. Let's call this 2b. So no we have: 1. The DM describes the environment. 2. The players describe what they want to do. 2b. The DM decides whether what the players described succeeds, fails, or has an uncertain outcome and calls for a check in the case of the latter. 3. The DM narrates the result of the adventurers' actions. Without #2, there can be no #2b. So if the players haven't described an action, the DM cannot ask for a check. What's more, players can't ask for a check at all - they can only state actions, so it's incumbent on them to always be doing something to drive the action of the game forward. This is really important in a sandbox game. The players must primarily be proactive, not reactive, or else the game stalls. While we're at it, let's look at passive Perception. Perception in D&D 5e is used when there's an uncertain chance of a character detecting the presence of something by spotting it, hearing it, or whatever. The passive check mechanic is used when a character is performing a particular task repeatedly, such as searching for secret doors over and over again or keeping an eye out for hidden threats like monsters and traps. (It can also be used when the DM wants to secretly determine when the characters succeed at something without rolling dice, but I'm not an advocate of this.) A passive check is still a check - only used when the DM thinks there is uncertainty in resolving an action. Note: "Passive" isn't to be confused with "not actively doing something." Because that's an easy mistake to make. A passive check is actively doing something over and over again and taking the average result of a roll. The "passive" part refers to there being no rolling. Put those two together and we get passive Perception which is when a character is trying repeatedly to spot, hear, or otherwise detect something. This is why when it comes to determining surprise, the DM compares the monster's Stealth check to the PCs' passive Perception check (or vice versa). There are, however, exceptions to when the DM does this. In the case of a PC doing something other than keeping a constant eye out for hidden threats - such as someone who is engaged in an exploration task (map-making, navigating, foraging, tracking, etc.) - that PC's passive Perception isn't applied at all. They're just straight-up surprised because they are not keeping an eye out. This is why a ranger's class feature that lets him do an exploration task while being alert to danger is kind of nice. Likewise, you might decide that if we spend enough time searching a hallway for secret doors (perhaps at the cost of a wandering monster check), we just find the secret door, no roll, no passive check. Or you might say we certainly fail because we're looking in the wrong place. If we're spending just a little time on it and aren't honed in on the exact area, you might then decide finding it is uncertain and go with the passive check to determine a result. (One might then ask: So when do you use a regular Perception check then? Well, anytime a character isn't doing a task repeatedly.) Now, to bring this all together, the DM is well-advised to telegraph hidden things. Telegraphing means to convey something subtly. In a D&D context, this means noticeable clues or the suggestion that there may be hidden clues. If there's a hidden object in the room, there should be some outward sign of it that is subtle e.g. a scorch mark on the door might be due to a flame trap in the area or a draft in an otherwise sealed room could indicate the presence of a secret door. Of course, that scorch mark might be from fire beetles mating or the draft a bit of residual magic from the elemental plane of air, but that won't be apparent until the PCs investigate these clues, make deductions, and act accordingly. If they ignore the clues, they might run afoul of the trap or miss the secret door. If they engage with those clues, they may or may not find the trap or secret door, depending on what they say they do and whether they succeed at a check - passive or otherwise - when their actions have uncertain outcomes. That was a lot of words that I hope are useful. Looking at it this way and internalizing it should make aspects of the game run smoother in your mind and be easier for you to adjudicate. It will also show you how Chuck's PP 20 isn't always a big deal because sometimes I'll find the trap or secret door with no check, sometimes I'll fail to find it at all, and sometimes you'll use his passive check to decide. If anybody has any questions or wants to workshop some examples, let me know and I'm happy to discuss it. In any case, while this position is based on my understanding of D&D 5e and long experience in DMing, it's up to Drew to decide whether and what to take from this advice. I make no judgment on that so long as the game experience produces a good time and helps us create exciting, memorable stories in the doing. This advice is meant only to help smooth out any potential rough edges in the game and isn't a statement of anyone doing anything "wrong."