I love it when whiny people complain about how people who played 1e, and 2e, and 3e just don't like X aspect of 2e because they've never known any better, and are just victims or their lack of experience.Star*Master wrote:I was lamenting with one of my friends not too long ago about this same issue. It's the difference between 1e and 3e. Having begun gaming on 1e, we'd gotten use to the detail-oriented style of play. 3e mostly did away with that. As someone else said, the 'new generation' of gamers want the 'easy way out'. That's a simplistic viewpoint, but generally true. It's not so much what they 'want' as what they've been taught. The world for them moves at a faster pace, so they expect their games to do the same. In the Old Days, the journey was just as important (sometimes more so) than the destination. So you made camp, set watch, etc. Nowadays, it's "you ride 50 miles to the old mine. What are you going to do next?"
It's all about getting to the objective and slice-and-dicing the monsters into Julian fries, getting the treasure, kicking a level, now let's kick some more monster butt! Rinse, repeat. No one stops to smell the roses any more.
So, while I understand the new ways, I don't happen to enjoy them, but that's me. I've always been rather detail oriented.
Because of course it's impossible that people have actually played the games and don't like aspect X because it was fucking terrible. No one who had started on 1e could possibly not like some stupid piece of shit mechanic that you like.
It is nothing about detailed play, it is about the fact that Rogues with high search can find traps even when I the player am bad at it, just like how Fighters that have high Ride skills can ride horses even though I am bad at it.
You are an idiot. Fighters with high Ride successfully Ride horses. They don't have to demonstrate that they are super cool horseriding players to do it, or make choices about when to trot and when to canter. They just do it.Swordslinger wrote:It is. Because it defeats the whole purpose.
When you're always searching you either find the trap or you don't, with no input from the player. That's boring and not much of a game. The most interesting decision regarding traps is the decision to look for them. If you're always searching everything, there's no decision making. It's just a matter of if your DM decided to make the trap unfindable or not. That's lame.
Making player decisions matter more is good for the game. So having potential situations where you punish people for searching for traps, and others where you punish them for not searching for traps leads to more thinking play, because they have to decide if the tradeoff is worth it.
After you get hit by a trap, you shouldn't be thinking about how the DM fucked you because you had zero chance of spotting the trap. You should be thinking about how you fucked yourself by not searching.
If you can always be searching without penalty, then you will and there's zero actual decision making. Unless your table is filled with non-thinking derp gamers, I don't know why you'd ever want that.
Rogues with high search find traps. They don't have to roll for it, they just find it, and then people move on with the game. Just like Fighters on horses.
The most interesting decision about traps is to decide at character generation whether you are good at finding them or not. The idea that it's in any way interesting to choose between paying attention to things that kill you without warning if you aren't looking, or paying attention to things that kill you without warning if you aren't looking is fucking stupid.
If your PC is not fucking retarded, he should be looking for all the things that could kill him at the same time. If I'm walking down a hallway, I am looking for "things that could kill me" and the idea that somehow looking for a loose brick that will fall on your head and kill you is somehow totally different from looking for a Darkmantle that will fall on your head and kill you is incredibly fucking stupid.