Charlaquin
Goblin Queen (She/Her/Hers)
I thought that too, until I played under a DM who used the “middle path” method of action resolution. Turned out, the reason I felt that way was because I was subconsciously registering the fact that my choices didn’t matter. I could describe my attempts to disarm the trap any way I wanted, but at the end of the day, it was going to result in a DC 15 check no matter what I said. The most I could hope to do was convince the DM to let me roll Arcana instead of Thieves’ Tools, or get Inspiration if he thought my idea was cool. So I got bored of coming up with clever ways to try to disarm the trap that didn’t actually matter anyway. I started just announcing which skill I wanted to use to make the DC 15 check that I had no choice but to make, which if anything was actually less interesting, but at least it went by faster. I thought I hated traps because of this.Most traps are boring. For that matter so are puzzles. Describing exactly how I'm carefully looking at the tenth door that may be trapped is tedious. So while I include traps if they make sense to the story I'd rather not spend any more time on them then necessary.
With the “middle path” adjudication style, it’s different. My choices actually mattered. Depending on how I wanted to go about dealing with the trap, I might not only get a say in what skill I got to roll, I might not even need to roll. An idea that seemed like it would work might just work. And when I did need to make a check, it was tense! I knew my method might work, but it also might blow up in my face, and I had to seriously consider if it was worth the risk, or if I should try coming up with a safer approach. Suddenly my character’s fate was in my hands, instead of just the result of an arbitrary dice roll. Suddenly I wasn’t just thinking about which skill I had the highest bonus with, I was thinking about how my character might go about it. I wasn’t just asking myself if I should take the risk, I was asking myself “would Sathe take that risk?” I was roleplaying! Imagine that, disarming a boring old trap wasn’t just a speed bump any more, it was an opportunity to roleplay, to make choices as I thought my character would, and to have those choices actually matter!
Also, just an observation here:
- Why is finding/disabling the once in a blue moon trap/secret door with a couple of dice rolls a deal breaker for you if you aren't the person doing it and it takes a minute or so to resolve?
Describing exactly how I'm carefully looking at the tenth door that may be trapped is tedious.
Why are traps once in a blue moon under your method and ten times in a row under the “middle path” method? Are you under the impression that traps are significantly more common under the “middle path” method as a matter of course?
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