Rechan said:
You don't call this putting PCs over a barrel?
Well this is how I would do it as a player too. If there's no reason to avoid caution, then why avoid it?
And even as a DM, I don't do it all the time, I just make players question their time management, and I try to add a sense of wonder to every room.
Rechan said:
Just because it doesn't happen a lot in your experience doesn't mean it isn't a problem that happens a lot.
Well that's the purpose of this thread, with question mark in the subject. And even that won't prove much, but it garnered interesting dialogue (to me anyways).
Rechan said:
And while you kill her she's going to start shrieking her head off.
She's going to shriek her head off anyway. If we don't get the silence off, we kill the people she alarmed. If we were trying to be stealthy, we would have been hiding and listening for her approach to begin with and she wouldn't have seen or heard us.
Rechan said:
I don't see how you can be completely blaize about walking into someone's house and spending twelve hours searching the premises without it breaking your suspension of disbelief, but defeating a dungeon in 15 minutes isn't okay.
If the mansion is big enough, I see no problem with it if the party is stealthy and rubs out a few people.
But yeah, if they're only supposed to be there for 15 minutes, and that's the DM's goal, then yeah, go for it. I'm just saying that if you want to run a dungeon crawl and are complaining that PCs are rushing through it in an unreasonable amount of time you should consider making the PCs more cautious.
Rechan said:
It isn't a problem for you. If you've never used Grappling rules, then hey, why fix grapple - you've never had a problem with it.
I actually love the current grapple rules, personally.
Now wait a minute, when did I become the anti-4E guy? I am looking forward to 4E, honestly!
(Really!)
Rechan said:
As I said about encounter traps up the thread, they are. From the impression I've got, D&D traps in 4e will be real huge deals - they're obvious, gaudy, and they are treated as monsters because they're there for the whole combat, rather than a speedbump. To use an example, a trap would be like a hallway that has pistons continually pumping down from the ceiling, always in motion, and you have to destroy them/move past them to flick the off switch.
So no sneaky traps? Secret doors? Hidden treasure? I find that hard to believe. I like the obvious traps too, but I hope they have both.