The characters enter a room, and get the general "what do you see" spiel.
One player announces that he wants to "Investigate the room for ". (Let's say "investigate for odd books") or the rogue says he stops the group at the threshold and wants to "investigate the room for traps or other danger".
I can see 3 main options for how I proceed from here:
- Treat everything after "I investigate …" as flavour fluff, ignore it, and treat it as an entirely generic "Investigate the room" check.
- Treat it as a very narrow investigation and only provide information that pertains to the specified target; the character can't notice anything that's not specifically related to the described investigation target, even if they, say, rolled a nat 20 and would otherwise have noticed the other suspicious things nearby.
- Do something along the lines of treating this as a general check but with some hindrance on general targets and some benefit to the specific targets. (Say +3 on the investigation of the books, but -3 on the investigation of the room as a whole.)
#1. Seems to ignore the players role-playing and agency.
#2. Is going to end up with the players having to list out everything that could be interesting and doing tonnes of Investigation checks.
#3. Feels like the most interesting and flavour-ful way to handle it, and rewards the players for correctly guessing what's suspicious. But is also clearly the furthest deviation from RAW.
What's the normal way to handle this?
Best Answer
Ask "How do you do that?"
Players do things by describing their actions. "I want to investigate the room for odd books" is not an action, it's a desirable goal. An action would be:
Whilst describing a goal could be useful for determining the outcome, the general framework still states "players describe what they want to do", not "what they want to achieve". This is exactly how the rules describe the game process, see PHB page 6 "How To Play":
"I investigate" is a valid action too, although it is very broad and vague. Adding "for X" doesn't make it clearer, unfortunately. When in doubt, a DM is free to ask for clarifications from players.
Don't rush with dice rolls
When players say they want to "investigate", that doesn't automatically mean they have to make an Intelligence (Investigation) check, or any kind of ability check at all.
What you're talking about is probably the "I use X skill" mentality, which came from previous versions (3.x primarily). It assumes that a player states the exact skill she is using, then she states the goal she wants to achieve, then a dice roll is necessary using the mentioned skill modifier:
This is not how 5e works anymore. 5e has no skill checks for a reason. Instead, players describe their actions, then the DM describes the outcome. A DM doesn't have to ask for a dice roll. PHB suggests to roll dice only "where the outcome action is uncertain", and the DMG goes even further:
More specific example
So, let's say the party searches for an ancient grimoire. The party enters a room, then a player states "I want to investigate for odd books". What happens next depends on the multitude of factors. What do they do, exactly? What can be found here? Is there any time limit? Are we talking about a deliberate hiding place, or is the room just untidy? And so on:
There can't be one "generic" answer, as there can't be a generic "Investigate the room" check in 5e.
Traps are a completely different topic
Speaking of traps, there is no silver bullet for them either. Moreover, making good traps is difficult, there are a lot of guides and videos on this topic. You can start with this one for example. Or watch this video.
For instance, if you give players a chance to notice traps only when they explicitly say "I investigate the room for traps", they will probably say this in every room, and nobody will enjoy this. Instead, it might be a better option to use Passive Checks, or ask for a Wisdom (Perception) check right before the trap could spring.