And now back to our previously-scheduled programming...
I'm more the mechanist type, I guess.
And dealing with one fireball can take way longer than 5 minutes, if any magic-laden PCs fail their saves...
Yeah, I ran in horror from that part of the rules. Even in my most rules-loving youth THAT was a step too far! I mean, I can see how it creates an extreme high risk game to go with the extreme high reward you might generate out of 100% random rolls on the treasure tables. We did use the saves, but only when something 'catastrophic' happened to someone, like they got crushed, burned completely up, or frozen into a block of ice or something.
My example is trying to hold the line in a 10'-wide passage. The game assumes two normal-size people are all that's needed for this; but three is far more realistic (some SCA types I used to know played around with this once) as two leave far too big a gap. Never mind the issue of little spindly Elves and little tiny Hobbits being part of the equation...
That said, if the two people holding the line are both using greatswords that's a different matter.
Well, this may be true. I think my feeling is what you're saying makes sense. You could of course go with 1 square = 1 yard (or meter). Then hallways would be 3 squares wide typically, etc. It wouldn't really break 4e's rules, though you might have to assume a round was 4 seconds vs 6 in order for the movement rates to make sense, and let people jump a little further, etc.
1e rules are famous for their disorganization, but seeing as I/we have pretty much rewritten them over the last 35+ years we've been able to work on that a bit.
The trick is to have all the most commonly-referenced charts and tables nailed to (or printed directly on) the back of your DM screen.
Well, I just started playing at an early enough age that I could memorize the books in a week, lol. And yes, I had (still have) the standard 1e DM screen. Eventually I pasted copies of extra tables all over the illustrations and then pasted 2e stuff over that! its ugly, but its a good 2e reference, and I left a lot of the old 1e DMG tables on there that 2e 'lost'. It was well enough organized for the time period, and not as haphazard as 5e by a long shot.
I think I might have had this same argument with pemerton about 2 months and 1000 posts ago in this thread: lack of knowledge is not a test of player skill.
I think the test part was partly the idea that smart players would FIGURE IT OUT. Dumb ones would just miss all the good treasure.
Conversely: if they're playing to find out, what's the point if they already know?
Depends on what it is they are playing to find out! If its 'play to find out what the map looks like' that's obviously not possible if you already know. If its 'play to find out if the wizard's crazy plan to go 10 miles in 1 hour works' then maybe knowing the map wouldn't matter one way or the other.
The substance (or lack of) of any decision isn't always known until after the fact; sometimes well after the fact.
Left or right could have massive substance: left means you shortcut around most of the dangers and right means you plow straight into them. But you won't know this until you've done it, or done some divinations if you're really suspicious.
Or conversely, there might be no substance to it at all: the passages rejoin after 50 linear feet of curving hallway. Again, though, you don't know until you explore it and make some decisions.
The point is, there's no drama to it. From the standpoint of a story about characters, what would normally be CALLED a story, it isn't really relevant. Its either a coin toss, or else you're playing in a game/situation where the players know enough to make fraught choices, ones that speak to their character's core CHARACTER. The former is just a waste of column inches in print, and some unknown amount of time at the table.