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<blockquote data-quote="Balesir" data-source="post: 5716745" data-attributes="member: 27160"><p>Or Vancian spellz...</p><p></p><p>The thing with the "ten foot pole" I think was the endless drills to make sure you didn't get hit by a "gotcha" trap. Every door we had: check every gap for light, smells, etc., check above the door, check below the door, check to the left of the door, check to the right of the door, check for traps, check the lock, check for ear mites, listen at the door (using ear trumpet!), open the door...</p><p></p><p>There's a corridor beyond.</p><p></p><p>...check above the door, check below the door, check to the left of the door, check to the right of the door, check for traps, poke the floor...</p><p></p><p>...and so on and so on. But, I think this was gameplay emergent from a DM-ing/adventure style, rather than the rules, as such.</p><p></p><p>Pre 2E, IIRC, the thieves' "Climb Walls" was just that, incidentally - not "Climb Sheer surfaces" at all. Which left a weird "grey zone" with easier climbs that, reasonably, anyone ought to have a chance at but no system existed for.</p><p></p><p>One early "emergent gameplay" element I remember was with alignment. Alignment was supposed to be private to the character, but you had to worship a god of the same alignment as yourself. So the party thief followed you to your temple and, it soon became generally accepted, alignment was effectively a matter of public record.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5716745, member: 27160"] Or Vancian spellz... The thing with the "ten foot pole" I think was the endless drills to make sure you didn't get hit by a "gotcha" trap. Every door we had: check every gap for light, smells, etc., check above the door, check below the door, check to the left of the door, check to the right of the door, check for traps, check the lock, check for ear mites, listen at the door (using ear trumpet!), open the door... There's a corridor beyond. ...check above the door, check below the door, check to the left of the door, check to the right of the door, check for traps, poke the floor... ...and so on and so on. But, I think this was gameplay emergent from a DM-ing/adventure style, rather than the rules, as such. Pre 2E, IIRC, the thieves' "Climb Walls" was just that, incidentally - not "Climb Sheer surfaces" at all. Which left a weird "grey zone" with easier climbs that, reasonably, anyone ought to have a chance at but no system existed for. One early "emergent gameplay" element I remember was with alignment. Alignment was supposed to be private to the character, but you had to worship a god of the same alignment as yourself. So the party thief followed you to your temple and, it soon became generally accepted, alignment was effectively a matter of public record. [/QUOTE]
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