No. The issue is that in such a situation the fail state is the only state, which means that the game either lacks tension or the MC shits all over the players with nothing in between.Sergar wrote:I can think of at least one mechanic where you can have traps that have potential negative consequences, that can be partially or completly avoided by high Trap Finding skill or whatever, but without dice rolling - that is, traps always trigger in your presence, but their damage/effect is reduced, corresponding to your Trap Finding skill.
Now you'll say "but that still leaves the agency in DM's hands, because he determines the lethality of the traps, and thus without dice, he can just decide that everyone dies the instant they step into the hallway", but I'm pretty sure that they can do that in the dice-rolling system, already - by setting the DC high enough.
Roleplaying is slight of hand, with the goal being to present the levels of risk as being much higher than they actually are. This way the players feel good for winning while still feeling good that they faced actual risk. Certainties are shit, because they don't feel like risk. The goal is to have iterated probability virtually weed out TPKs while still having real chances of setbacks and keep the floating specter of catastrophe alive.
If traps are just consistent damage, they serve no purpose. If clues are automatically found, they serve no purpose either.
You're trying to preserve the fiction that players could lose while preserving the actuality that the players win. And to do that you give a series of real chances of failure, but have iterated probability come in and save you. The chances of not finding each clue is very real, but the chances of not finding all of the clues is virtually zero. Eliminating random elements works at cross purposes to that. It's giving the game away by showing the players exactly how hug box and consequence free things actually are. Or it's you being cruel and setting their character sheet on fire for lulz, with nothing in between.
RPGs persist in being fun because failing 35% of the time is really quite significant and will happen often enough that it feels like failure is a real and common thing. But that failing 35% of the time seven times in a row is something that happens just 6 times in ten thousand.
-Username17