15 Minute Workday Myth?

takasi said:
Even if I showed it to you, how would it relate to this conversation? I'm talking about the role of exploration time in the dungeon, not sitting on your butt.
Because I'm saying there's no rule by RAW that says people have to sleep, and you said you disagree?

If you're not disagreeing with that, I'm sorry; you just quoted the passage where I said that, and so I assumed you were disagreeing with it.
 

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Technically, there's no rule requiring me to stop playing a character just because he's dead.

I know that's an old chestnut, and we've all gotten over it, but it seems relevant.
 


takasi said:
I disagree that what I'm doing is a house rule. :D
You confused me when you quoted the entire comment, which was 90% of "There's no rule that says people has to sleep" and said "I disagree".
 


First, making the party take 20 on every square makes the game extremely boring, in my opinion.
There were a few times my party was extremely cautious listening to doors and examining them. It was so slow... Then I started just opening the doors before they could examine them... Just 1 or 2 exploded... but my saving throws saved me :)
It made the game a lot faster and exciting!

Second, if the traps are in random places, where the party is supposed to walk through, why don't they affect the monsters? They should also be taking 20 to walk through the dungeon... Even if they built the traps.. because I think there's always at least one of them stupid enough to blow them all :)

But then again, if there's the same chance to find treasure as to find traps, the players will take 20 happier than if they're just avoiding traps.
And if the objective is to search for something in the dungeon, more than fighting, then it makes sense to walk slowly.

About the 15 minute workdays, I've never thought about it before... I think I've never experienced it.
Maybe it's just a question of play style of players and GM,
 


Wepwawet said:
First, making the party take 20 on every square makes the game extremely boring, in my opinion.

I don't make them take 20, I encourage them to. They don't have to.

How is it boring? It takes no more time to take 20 on a room than it does to take 10, or pick out specific areas. If anything, it's actually faster to take 20 and it makes the game flow smoother, in my experience.

Wepwawet said:
There were a few times my party was extremely cautious listening to doors and examining them. It was so slow... Then I started just opening the doors before they could examine them... Just 1 or 2 exploded... but my saving throws saved me :)
It made the game a lot faster and exciting!

Telling the DM you're being cautious takes a few seconds. I don't see how it's slow.

Wepwawet said:
Second, if the traps are in random places, where the party is supposed to walk through, why don't they affect the monsters? They should also be taking 20 to walk through the dungeon... Even if they built the traps.. because I think there's always at least one of them stupid enough to blow them all :)

The party doesn't know, in character, how stupid the enemy is. Maybe there are no traps at all, but if they don't procede cautiously they'll only find out the hard way. It's their choice, I force nothing. But if there are traps in weird places it's their job to figure out why they are placed there in character. Maybe capture a guard and have him lead. Or look for dead body parts of wandering monsters that were trapped.

But yeah, it's also for the treasure as much as for avoiding traps. :D
 

Dr. Awkward said:
Mostly by only searching for traps on things that are likely to be trapped. This list of things does not include:

  • Doors that are used by the dungeon occupants
  • Lockers, chests, bags, and other containers used by the dungeon occupants
  • Random floor tiles
It only makes sense to put a trap on something that you don't want people to interact with regularly. Otherwise you run the risk of accidentally setting off the trap. Traps work best guarding back doors and treasuries.
My thinking exactly. I can think of two exceptions to this:

1) a test situation like a "dungeon challenge" contest.
2) A tomb, never intended to be opened again, with traps for grave robbers.

Of course in the tomb situation, it is unlikely the party will encounter anything else in there either, unless those things have set off the traps (or are guardians that don't move around).
 

takasi said:
Telling the DM you're being cautious takes a few seconds. I don't see how it's slow.
From my most recent play experience:

"I'm going to use my Track to see which is the most traveled area." Roll.
"I'm going to listen at this door." Roll.
"I'm going to now search the door for traps."
"Okay everyone, we're going to open the door, get into positions."

When you do this to every hall you come to, It Gets Tiresome.
 

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