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<blockquote data-quote="Ourph" data-source="post: 4737654" data-attributes="member: 20239"><p>Possibly, but I've also seen plenty of play where the scenario runs like this...</p><p></p><p>DM: You find the lever that activates the trap.</p><p>Player: I disable the lever somehow.</p><p>DM: OK. The trap is disabled.</p><p></p><p>That scenario can happen regardless of the presence or abscence of a skill system and entirely depends on how much detail the group wants to engage in during play and (IME) it's what happens in ANY group after the first two or three times the player says something specific about how he's disabling a trap. After all, how many times do you really NEED the player to demonstrate he's aware that wedging an iron spike into a lever mechanism will disable it? How many times do you really NEED the player to say he's checking the lock mechanism AND the door frame AND under the door AND the floor in front of the door for traps before you get to the point where the player can just say "I check for traps" and the DM assumes all of those places get checked? Sure, a DM and player might engage in some detailed descriptions the first few times, but I can't believe it persists for so long that it actually becomes a defining feature of game play in the way that the OSR bloggers describe it.</p><p></p><p>There may be some DMs and some groups of players out there who think it's fun to go through the whole litany every single time they encounter such a situation, but I've never encountered anyone like that in my many years of playing D&D; and I cannot comprehend what such a group would get out of that kind of play. I also find it very hard to believe that kind of play was so common BITD that it defined an entire generation of gaming experiences.</p></blockquote><p></p>
[QUOTE="Ourph, post: 4737654, member: 20239"] Possibly, but I've also seen plenty of play where the scenario runs like this... DM: You find the lever that activates the trap. Player: I disable the lever somehow. DM: OK. The trap is disabled. That scenario can happen regardless of the presence or abscence of a skill system and entirely depends on how much detail the group wants to engage in during play and (IME) it's what happens in ANY group after the first two or three times the player says something specific about how he's disabling a trap. After all, how many times do you really NEED the player to demonstrate he's aware that wedging an iron spike into a lever mechanism will disable it? How many times do you really NEED the player to say he's checking the lock mechanism AND the door frame AND under the door AND the floor in front of the door for traps before you get to the point where the player can just say "I check for traps" and the DM assumes all of those places get checked? Sure, a DM and player might engage in some detailed descriptions the first few times, but I can't believe it persists for so long that it actually becomes a defining feature of game play in the way that the OSR bloggers describe it. There may be some DMs and some groups of players out there who think it's fun to go through the whole litany every single time they encounter such a situation, but I've never encountered anyone like that in my many years of playing D&D; and I cannot comprehend what such a group would get out of that kind of play. I also find it very hard to believe that kind of play was so common BITD that it defined an entire generation of gaming experiences. [/QUOTE]
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