On the contrary, this is a great way to teach a player that making a Perception check when they enter each new room is a really good idea, and allows you to establish how you run said checks (how easy it is for players to give Help for skillchecks, whether or not you allow rerolls when the party has time for it, what circumstances the players are allowed to make checks under, etc)
Having highly motivated players makes it ten times easier to get players to learn the rules, learn how to handle the game's rules quickly and easily, and to get them to all become genuinely invested in the story you're telling.
Training my players to constantly make perception checks is the last thing I want to do. Nothing bogs down a game faster. If there's no point in rolling the dice, don't make them roll. If you're worried that calling for a roll will make them metagame paranoid, call for an occasional pointless roll, don't make it a constant expectation.
On the contrary, this is a great way to teach a player that making a Perception check when they enter each new room is a really good idea, and allows you to establish how you run said checks (how easy it is for players to give Help for skillchecks, whether or not you allow rerolls when the party has time for it, what circumstances the players are allowed to make checks under, etc)
Having highly motivated players makes it ten times easier to get players to learn the rules, learn how to handle the game's rules quickly and easily, and to get them to all become genuinely invested in the story you're telling.
Training my players to constantly make perception checks is the last thing I want to do. Nothing bogs down a game faster. If there's no point in rolling the dice, don't make them roll. If you're worried that calling for a roll will make them metagame paranoid, call for an occasional pointless roll, don't make it a constant expectation.