correct, and even if she told us that OUT of game we most likely (and for us shouldn't) change how our characters react.but inevitably you did find out. So nothing was at stake there. No risks were actually being taken, etc.
no... she didn't. We finished the dungeon and realized that there were no more doors, and the last one had the person we were there to rescue...In the end the GM told you, in some fashion, "this isn't an adventure anymore, it is just looting."
if my character doesn't know I have an hour to try and try but I the player do, I don't want to just say "I take the hour I don't know I have"This is where we get into agenda. IMHO there is little chance that any narrative arising out of this activity is going to bear on the dramatic needs of the PCs or have any larger impact on their story. I have limited table time, I'd be much more apt to use it for something the participants find really interesting vs some 'grind'.
and short of us being somewhere super safe (like our own base) it just wont.Sure, because something jumped them, or they had a time crunch, or there were an unknown number of equally inviting doors to try.
have you never left a door unopened in a dungeon? ever?In the end though, when it comes down to it, when there's nothing left to risk, they WILL get through that door. I mean, REALISTICALLY, no door can withstand limitless time and energy spent against it.
well in my example none of the locks stopped us... but if the two that had ended up having treasure in them DID stop us and we got the person we were there to rescue we would NOT have gone back to the other doors. Now if we opened a treasure door and both the other treasure door and the rescue target door were not unlockable we would have tried a different way into one (until we found prisnior)and eventually they will be back, again, does the order they get through them matter at this point?
and we are back to how important is this door to get through... I am starting to think you have never left a dungeon not fully explored.Exactly, like force the door, or hammer out the lock, etc. I mean, I'm no burglar but I can think of easily a dozen ways to potentially approach getting through some random door in the real world. Most of those would work in D&D too.
only if you waste time and make noise assuming that there are none... it is entirely possible to get into and out of an Orc outpost not knowing if there are more orcs in there even if you meet your objective.Oh, perhaps, but at some point it will become apparent that said enemies are non-existent.
okay but again who would make 10?I mean, 100 is really hyperbole, but it could easily eat up really significant table time to do all this pointless rolling of dice.
playing the game doesn't seem to me to be a waste of timeAnd this is really the key here, IMHO, in my 'model' of playing this sort of game, this kind of thing is a waste of valuable time.
no best is you can't get through it you move on and try to meet your objective.The best case scenario I can think of is some amusing anecdote arises about being frustrated about the stubborness of a door and the goofy response to that.
because maybe you DON'T...No monsters are going to show up, nothing, definitionally! So why not just say "OK, after some fairly tedious and exhausting labor, you break into the three remaining rooms and find X, Y, and Z." Then we can go on to the Vault of the Flying Pixie Monsters and have More Fun(tm).![]()
I have had treasure hidden, or locked, or guarded that PCs didn't get because they could not find/unlock it or just left dungeon before getting to it...