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<blockquote data-quote="Majoru Oakheart" data-source="post: 6315070" data-attributes="member: 5143"><p>True...but my experience was in playing a 14th level Thief for most of my 2e campaign. Either way, there's either a 0% chance of finding a trap or a 20 or 30% chance with a thief around. Most of the time simply failing to find a trap didn't immediately kill you. The fighter was the one who opened the door expressly because we had no idea if the thief succeeded or not. Also, most of the time the trap did a bit of damage and it was easily healed.</p><p></p><p>We pretty much never used a Hide or Move Silently roll without a backup. We took "Never split the party" very seriously. That meant that no thief was allowed to "scout the area" by themselves...better to burst open the door and fight as a team than risk the thief failing a roll and being too far away from the party to be helped.</p><p></p><p>I, personally, refused to climb walls at all because there was such a huge chance of failure that it wasn't really considered a skill for me.</p><p></p><p>I'm not saying there weren't consequences. It's just that the consequences were often not deadly. And they were almost always better than not trying at all. Our group viewed it as a 30% chance of avoiding 5d6 points of damage instead of a 70% chance of taking 5d6 points of damage.</p><p></p><p>With the wildmage the alternative of having a wildmage is to have a normal mage who succeeds 100% of the time. It wasn't an option most groups wanted to take.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6315070, member: 5143"] True...but my experience was in playing a 14th level Thief for most of my 2e campaign. Either way, there's either a 0% chance of finding a trap or a 20 or 30% chance with a thief around. Most of the time simply failing to find a trap didn't immediately kill you. The fighter was the one who opened the door expressly because we had no idea if the thief succeeded or not. Also, most of the time the trap did a bit of damage and it was easily healed. We pretty much never used a Hide or Move Silently roll without a backup. We took "Never split the party" very seriously. That meant that no thief was allowed to "scout the area" by themselves...better to burst open the door and fight as a team than risk the thief failing a roll and being too far away from the party to be helped. I, personally, refused to climb walls at all because there was such a huge chance of failure that it wasn't really considered a skill for me. I'm not saying there weren't consequences. It's just that the consequences were often not deadly. And they were almost always better than not trying at all. Our group viewed it as a 30% chance of avoiding 5d6 points of damage instead of a 70% chance of taking 5d6 points of damage. With the wildmage the alternative of having a wildmage is to have a normal mage who succeeds 100% of the time. It wasn't an option most groups wanted to take. [/QUOTE]
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