Originally Posted by Merry Mayhem
Personally I think the whole issue is the really poor method we have for searching for stuff.

In tabletop, usually I ask, can I search the room and either the DM narrates what we find or ask for some roll like investigation to determine how well it was searched and what we find. Never have I had to search a box, search another box, search that dresser, etc.

Same thing with bodies, I ask after a combat to search the bodies and that happens to a group of them, I don't have to roleplay going through each individual body.

My suggestion would be drop all containers that have nothing and add a passive investigation check like they been doing for perception checks. If you detect something, that container has a soft yellow glow about it.

This would let you search rooms quickly.

Solasta has very limited loot areas, boxes or baskets here and there. I think it went to the other extreme. If the box is in baskets are highlighted and in easily accessible areas, why even bother having them? There's no real game or challenge elements to it. There are however, some boxes and crates in that game that requires some puzzle solving to get to. That makes getting to those boxes increase more meaningful and fun. You have to first solve the puzzle and then you can get the cool item.

I do think that the best way is really an in-between. I think it would be really good to implement more Perception checks for characters to find and auto-pickup items of value based on your Perception check. Roll a 10, auto-pickup items of low value only, if present. Roll a 15, pickup better items and low value if present. Roll a 20, pickup awesome gear if present. Player only has to come within 15 feet of said items.

Then, if you want to go searching manually, you can. Your choice, but give players who hate the treasure hunt the ability to just make Perception checks to find the best stuff. (Low value means useful items that aren't super special, so no forks knives spoons but maybe weaker spell scrolls, potions, etc.)