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<blockquote data-quote="AbdulAlhazred" data-source="post: 5694642" data-attributes="member: 82106"><p>Right. I think if you read the section in DMG1 on searching it pretty much envisages this kind of scenario, which makes the most sense. Unfortunately DMG1 particularly, and 4e in general, seems to be a bit blind to explaining THEORY. I think it is kind of a typical issue with documentation, the people writing it are so knowledgeable that it never occurs to them that someone reading what they've written assumes you understand that it would be ridiculous to have a secret door nobody finds or whatever. The people playtesting are either also experienced gamers or they simply don't even know enough to question their own ignorance. They can see how the 'find a secret door' procedure WORKS, but they aren't focusing on more theoretical game play style conceptions. You just don't undcover this kind of thing until someone with different conceptions or who is new to the whole topic tries to design a dungeon with secret doors in it.</p><p></p><p>This kind of issue never really surfaced with say AD&D simply because the game was SO vague about these issues that nobody even paid attention to that, or if they did they just came up with a way to play that seemed to work for them, or lived with it since there were 1000 other issues that were more pressing. 4e, by dealing with more important issues has left a lot of this stuff on the table, though clearly the developers understood the issues they were so second nature to them that they just didn't even recognize them as such.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5694642, member: 82106"] Right. I think if you read the section in DMG1 on searching it pretty much envisages this kind of scenario, which makes the most sense. Unfortunately DMG1 particularly, and 4e in general, seems to be a bit blind to explaining THEORY. I think it is kind of a typical issue with documentation, the people writing it are so knowledgeable that it never occurs to them that someone reading what they've written assumes you understand that it would be ridiculous to have a secret door nobody finds or whatever. The people playtesting are either also experienced gamers or they simply don't even know enough to question their own ignorance. They can see how the 'find a secret door' procedure WORKS, but they aren't focusing on more theoretical game play style conceptions. You just don't undcover this kind of thing until someone with different conceptions or who is new to the whole topic tries to design a dungeon with secret doors in it. This kind of issue never really surfaced with say AD&D simply because the game was SO vague about these issues that nobody even paid attention to that, or if they did they just came up with a way to play that seemed to work for them, or lived with it since there were 1000 other issues that were more pressing. 4e, by dealing with more important issues has left a lot of this stuff on the table, though clearly the developers understood the issues they were so second nature to them that they just didn't even recognize them as such. [/QUOTE]
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