Posted: Thu Sep 01, 2011 2:17 pm
I roll my eyes every time I hear some grognard moaning "In the old days, we didn't just roll dice to find traps, dadgummit!!", considering that the Find Traps skill dates back to 1E, at least.
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You don't?CapnTthePirateG wrote:I don't know how to check a statue for hidden doors because I don't encounter hidden doors in real life.
And we had to do that for every major dungeon square that we feared, not to count the additional checks that the DM was making because the non humans had the ability to instinctively find hidden and secret doors without a deliberate effort on their part.hogarth wrote:I roll my eyes every time I hear some grognard moaning "In the old days, we didn't just roll dice to find traps, dadgummit!!", considering that the Find Traps skill dates back to 1E, at least.
3.x style search mechanics are a pointless exercise in dice rolling that reduces player agency.Josh_Kablack wrote:So unless someone wants to present a convincing argument that such increases come at a greater than acceptable cost to Speed of Resolution, Verisimilitude, Clarity or something that actually matters - because "immersion" has nothing to do with the ruleset - then the old style system is flat out inferior.
From your lips to God's ear! It would make looking for my car keys or credit card so much easier...Hieronymous Rex wrote: 2. The die rolls are superfluous. A better system would be "Searching a 10x10 area takes full-round action. You find anything in it. [..]
Having spent like 3 hours looking for Darcy's keys yesterday, I'm gonna disagree with you on that. I totally have the ability to find them in other circumstances and I certainly spent enough time looking within the 5' square where they were located - but my efforts were focused on the incorrect pile of laundry to locate them.Hieronymous Rex wrote:3.x style search mechanics are a pointless exercise in dice rolling that reduces player agency.
"Finding something", in the real world, is either "you'll find it if you look for long enough" or "you cannot find it, because you lack the ability (e.g. microscopic, or wouldn't recognize it even if you saw it). In the first case, the only thing that really varies is the time it takes to find it.
I'm gonna call bullshit on this one.There are 3 problems with this system:
1, Reduced player agency. "If you didn't put points in to search, you are not allowed to interact with the game world". .
Now you have gone beyond absurdity into actual incomprehensibility. Please tell me this is some sort of typo - because that's the only way to parse this part of your argument.2. The die rolls are superfluous. A better system would be "Searching a 10x10 area takes full-round action. You find anything in it. Rogues (an some other character with the ability) find any hidden traps in the area as well).
Again, if you are the sort of DM who doesn't believe in using character abilities, why are you even pretending to care about your PCs? So they wasted some points - it's not like you're the sort of DM who needs to use those lame numbers anyway, they should grow a pair and suck it up - you don't need to coddle the widdle babies.3. Inflexibility. If you, as MC, don't want searching to be based on rolls, you're out of luck since you would be rendering the points any PCs have in Search wasted.
So you are saying that it places too large of a burden on the DM to have to actually look at a character sheet ? Or are you saying it's too large of a burden for a DM to decide numeric modifiers in advance ? Or are you going full Mearls and claiming that adding 20 is the too burdensome part ?Certainly you could do the +20 DC thing, but that requires you to both guess/know the search bonus of whoever is going to be looking (e.g. only the rogue can do it, still) and invent modifiers for them to gain. If you remove the numbers, you can just say "It's hollow" and be done with it.
But that situation is so random and boring that I have no desire to inflict in on characters in a game.Josh_Kablack wrote:Having spent like 3 hours looking for Darcy's keys yesterday, I'm gonna disagree with you on that. I totally have the ability to find them in other circumstances and I certainly spent enough time looking within the 5' square where they were located - but my efforts were focused on the incorrect pile of laundry to locate them.
They are, in the sense that the options a system gives tend to limit what other characters can do. Case in point: The only reason anyone can't search for most traps is because the game designers decided "Hey! Lets give Rogues the Trapfinding ability so that we can force the trapfinder role into the game".. In this way, the designers choices about what chargen decisions are available reduced the player agency of all other classes.Decisions made at chargen are not a reduction in player agency.
I'll rephrase it (note that things in brackets are fill in the blanks):Please tell me this is some sort of typo...
Conceded.If you are seriously caring about PC's not having wasted abilities, you could do something radical like telling your players "I'm houseruling Search, don't put points into it"
Yes. You shouldn't have to check people's character sheets when writing an adventure; all you should need to know is their level.So you are saying that it places too large of a burden on the DM to have to actually look at a character sheet ?
I'm saying that is unnecessary. It's not hard, but why not just remove the problem in the first place?Or are you saying it's too large of a burden for a DM to decide numeric modifiers in advance ?
No; I only skimmed the Mearls article. I'm not so much arguing his for opinions as much as against your criticism's of them.Or are you going full Mearls and claiming that adding 20 is the too burdensome part ?
When a rule is more work than it needs to be, you simplify it. This is about the most basic thing a game needs.Whichever, it sure seems to me like what you are saying here is "following the rules is so hard as to be troublesome - therefore it's easier to get rid of them"
But it happens and occasionally a 3 hour delay looking for some clue becomes important to the game due to some time constraint. This is also something that can probably be handled by a single di roll so it's not like it's even time consuming on the player side.But that situation is so random and boring that I have no desire to inflict in on characters in a game.
So, somehow I should be able to think through my knowledge of the God You Made Up This Instant For A Puzzle?shadzar wrote:players have to bring something to the game, it shouldnt be force fed to them with dice. you have to be able to think for yourself, AND your character.
nothing is automatic and the player deserves it, ergo.. if the player dont remember this, then its their fault...
I was was at an RPGA event and I saw a man almost cry because the DM was trying to get him to figure out how to make an antidote.CapnTthePirateG wrote:So, somehow I should be able to think through my knowledge of the God You Made Up This Instant For A Puzzle?shadzar wrote:players have to bring something to the game, it shouldnt be force fed to them with dice. you have to be able to think for yourself, AND your character.
nothing is automatic and the player deserves it, ergo.. if the player dont remember this, then its their fault...
So in your games, you removed Find Traps and Find Secret Door rolls, I take it?shadzar wrote:players have to bring something to the game, it shouldnt be force fed to them with dice. you have to be able to think for yourself, AND your character.
nothing is automatic and the player deserves it, ergo.. if the player dont remember this, then its their fault...
Depends on your generation. Older gamers, the kind that grew up playing hard NES games, are generally okay with a challenge. It's mostly the younger generation who want everything to be easy and spoon fed to them, because that's just the style of games they were raised on.K wrote: I was was at an RPGA event and I saw a man almost cry because the DM was trying to get him to figure out how to make an antidote.
Making grown men cry out of frustration is not a winner for a design goal.
I think you've mentioned this incident before. The first time I thought nothing of it, but now I am suspicious: What was the context of this, and why did an adult cry over a game?.K wrote: I was was at an RPGA event and I saw a man almost cry because the DM was trying to get him to figure out how to make an antidote.
Making grown men cry out of frustration is not a winner for a design goal.
Regardless of if the story is true or not, the fact is that your character is going to know things you don't, and it makes no sense to ask the player to know these things in real life to play his character effectively. You don't ask the Fighter to try to actually hit you in the face with a sword to deal damage. You don't ask the Mage to explain to you how to break the laws of physics. So why does the Rogue have to explain himself every excruciating step of how to find the trap. Why should the character with a skill in alchemy or chemistry or medicine or whatever the relevant skill is need its player to know how to make the antidote too? It's a double standard that has no fucking reason to exist.Hieronymous Rex wrote:I think you've mentioned this incident before. The first time I thought nothing of it, but now I am suspicious: What was the context of this, and why did an adult cry over a game?.K wrote: I was was at an RPGA event and I saw a man almost cry because the DM was trying to get him to figure out how to make an antidote.
Making grown men cry out of frustration is not a winner for a design goal.
Design goals shouldn't have to account for "extreme immaturity".
It's the player's choice to pick what spells to prepare for the following day, or if he wants to follow the trail or stick to the forest. If you couldn't make decisions for your character, it wouldn't be a game at all.Seerow wrote: Regardless of if the story is true or not, the fact is that your character is going to know things you don't, and it makes no sense to ask the player to know these things in real life to play his character effectively.
obscure extremes are getting pretty silly on ALL these types of debates. how often does THIS situation really happen?CapnTthePirateG wrote:So, somehow I should be able to think through my knowledge of the God You Made Up This Instant For A Puzzle?shadzar wrote:players have to bring something to the game, it shouldnt be force fed to them with dice. you have to be able to think for yourself, AND your character.
nothing is automatic and the player deserves it, ergo.. if the player dont remember this, then its their fault...
no, but the concept of 4th edition with its "passive" checks that autosucceed if something and so and so, dont exist.hogarth wrote:So in your games, you removed Find Traps and Find Secret Door rolls, I take it?shadzar wrote:players have to bring something to the game, it shouldnt be force fed to them with dice. you have to be able to think for yourself, AND your character.
nothing is automatic and the player deserves it, ergo.. if the player dont remember this, then its their fault...
However, you cannot completely divorce player skill from character skill; otherwise you wouldn't have a game. If "it makes no sense to ask the player to know" is applied across the board, it results in a "game" where players watch characters go on adventures based only on the character's abilities and knowledge, and the players contribute nothing. PCs should be the medium through which players interact with the game world.Regardless of if the story is true or not, the fact is that your character is going to know things you don't, and it makes no sense to ask the player to know these things in real life to play his character effectively.
I'm a pro-passive searching. All you really need to do is say "I am moving at a rate slow enough to search the area I walk through". As long as you aren't required to roll for every 10x10 square individually, this works well (this is my problem with 1e-2e Find Traps; you have to declare each search instead of just assuming that you're doing it).no, but the concept of 4th edition with its "passive" checks that autosucceed if something and so and so, dont exist.
a player must CHOOSE to find traps or search for secret doors, unless it is so important that they need to find it. remember that some of these things were NOT done by the PLAYERS in the past, but the info was given to them, and the DM rolled for these things like secret doors.
Have you read and critiqued my search changes in Comprehensive Tome errata?Hieronymous Rex wrote:I'm a pro-passive searching. All you really need to do is say "I am moving at a rate slow enough to search the area I walk through". As long as you aren't required to roll for every 10x10 square individually, this works well (this is my problem with 1e-2e Find Traps; you have to declare each search instead of just assuming that you're doing it).
this isnt the passing searching, passive means no action done by player or character, it just happens. like the aforementioned elf finding the exit door in a deadly situation, or the dwarf noticing the grade of the corridor was changing.Hieronymous Rex wrote:I'm a pro-passive searching. All you really need to do is say "I am moving at a rate slow enough to search the area I walk through". As long as you aren't required to roll for every 10x10 square individually, this works well (this is my problem with 1e-2e Find Traps; you have to declare each search instead of just assuming that you're doing it).no, but the concept of 4th edition with its "passive" checks that autosucceed if something and so and so, dont exist.
a player must CHOOSE to find traps or search for secret doors, unless it is so important that they need to find it. remember that some of these things were NOT done by the PLAYERS in the past, but the info was given to them, and the DM rolled for these things like secret doors.
I remember in my 1e / 2e games we used to establish the various SOPs (Standard Operating Procedures) that would include mappiong/searching functions in dungeons, or standard camp setups for outdoors.Hieronymous Rex wrote:I'm a pro-passive searching. All you really need to do is say "I am moving at a rate slow enough to search the area I walk through". As long as you aren't required to roll for every 10x10 square individually, this works well (this is my problem with 1e-2e Find Traps; you have to declare each search instead of just assuming that you're doing it).