Kamikaze Midget said:
Except that's entirely unrealistic for even the REAL WORLD, let alone for a game of heroic fantasy.
I think the disconnect here may be partially due to the fact that you seem to see the dungeon as part of the normal structure of the fantasy world, whereas I look at it as the fantasy world equivalent of being in a warzone or a police raid. No, I don't swim in a cage when I'm at the beach, but I would definitely not swim without a cage in shark-infested waters full of fishblood. IMO entering "the dungeon" in a fantasy world is the equivalent of swimming in shark-infested waters full of blood.
I certainly would if the DM started throwing random deathtraps on odd levers. Fortunately, my DM's enjoy a world that makes sense and pit my characters against challenges that they have a fair chance to overcome by their own abilities, so it often doesn't become an issue. I know a bad choice will hurt me, but I can recover from it. If a bad choice would just make me generate a new character, I'd definately be more pro-active about NOT making that bad choice.
I don't understand, are you saying that last sentence is a bad thing? Why is being more pro-active about not making bad choices bad? That's all I'm saying about this scenario. If the PCs had been more proactive about avoiding the bad choice of touching the lever themselves rather than using an easily available proxy (summoned monster, unseen servant, mage hand, rope, etc.) they'd be fine.
No, my problem is largely with the fact that the choice was arbitrarily and randomly declared WRONG, and THEN punished so harshly. "Oh, you walk out the left door to the tavern? You now have AIDS." "Oh, you use the word "Sword?" You explode." "Oh, I see you're waring a gauntlet. Your hand falls off."
It takes no imagination to be random and petty.
Again, I'm not understanding. Do you have a problem with the trap being there
at all or do you just object to the fact that it's a save or die effect. The choice is only arbitrary if there's no excuse for a trap of any kind to be there. I understand, but disagree with, the idea that the consequence is "too harsh" but I can't understand at all the idea that the DM has no right to place a trap on the lever at all. I simply don't understand how anyone can argue that the PCs weren't wrong at some level when they could have easily avoided triggering the trap so directly. Is it REALLY that much of a burden to avoid directly touching a potentially dangerous mechanism in the dungeon with an expedient as simple as using a rope rather than your hand. I'm not saying the rope would
definitely save the PC but when something like that is so easy to do and it
might save the PC, why not do it?
They also assume there will be an internal logic to the game, that the traps will be commesurate with the encounters faced, and that something beyond their ability to beat or circumvent will declare it's unbeatability.
No, it is arbitrary, and the key word before skill that you are missing is "character". The character's skills should have an effect on the outcome.
OK, look at those two statements. To me, you're contradicting yourself. You're saying that if there's an unbeatable challenge the PCs are facing there should be clues to its unbeatability around to discover. Then you say the character's skill has to have an effect on the outcome. But an unbeatable challenge with interpretable clues that give warning about the challenges unbeatable nature inherently ISN'T something that character skill effects. It's up to the
players to recognize the clues for what they are and interpret them correctly. There is no mechanic for characters to think on their own. YOU are supplying any "clue interpretation" involved in avoiding that unbeatable challenge. Please explain to me how that is any different than YOU the PLAYER being required to make the choice between pulling or not pulling a potentially trapped lever.
It does not follow logically from the course of events. If there is no reason to EXPECT a trap, then a trap is arbitrary. And there is no reason to expect that the lever would be horribly destructive given in the OP, so it is, as far as we know, arbitrary.
I still don't understand the argument that there's no reason to expect a trap. Why would you NOT expect a trap when you're in a dangerous environment like a dungeon? This just makes my question above even more pertinent. Do you object to
this trap or do you object to the presence of a trap on the lever period?
The point is that it is paranoid and unnatural to avoid something that doesn't pose an obvious threat. People don't always walk around wearing surgical masks, and I doubt you boil your water before you drink it every time. Why should PC's do that? They're not SUPPOSED to be affraid of the dangers lurking unseen around the corner. They're supposed to BEAT UP the dangers lurking unseen around the corner.
This leads me to believe that you really are opposed to the idea of traps period. Because traps
by definition are threats which do not pose an obvious threat. If a trap is as obvious as a squad of orcs or a red dragon it poses no challenge whatsoever. If I'm misreading this, please explain how you're OK with traps but you believe that threats that aren't obvious are somehow unfair of unfun, because I'm really confused about this point.
I'm not saying anything should always be anything. You're leaping to far too many conclusions to make a cogent argument for your case, i'm affraid. If I wanted to play a game where danger was in waking up in the morning and walking out my front door (which could have been trapped by ninjas in the middle of the night!), I wouldn't play D&D.
I think you may also be drawing way too many conclusions to make this a useful discussion. As I said before, there's a huge difference between being "in dungeon" and being in your own home. I haven't once made the argument that PCs should have to live in hermetically sealed chambers to avoid death in a D&D game. It seems like an unreasonable stretch to take the statement "Levers in a dungeon can be dangerous, it's best to be very careful and use all the safety precautions at your disposal before touching them." and make it mean "PCs should treat every door as if it could explode and every commoner as if they were a polymorphed great wyrm and ever horse turd as if it was a land mine.".
Which seems to me to be the way a game in which a randomly and arbitrarily trapped levers would be full of.
If you could just explain as plainly as possible what exactly about having a trap on a lever in a dungeon is arbitrary I think that would seriously help me understand your point. Are you honestly meaning to say that levers in dungeons should
never be trapped (because that's what I'm getting) or are you saying this
specific trap is arbitrary. If its the latter, could you please explain what makes it arbitrary. I understand you think it's not fun and unfair, but the word arbitrary is confusing me. Are you applying that term to the placement of the trap, the difficulty of the trap, both? Are you sure arbitrary is the word you're looking for? I just don't get it. :\