perception of OD&D/AD&D as random deathtraps

Harmon said:
Save or Die is stupid, the concept breaks down to just luck of the dice with no tactics, no roll playing element. Pretty lame.
At the point where such a saving throw is allowed, the player has already acted rashly/foolishly/incautiously with poor tactics/strategy and put his player character in the situation. It should be noted that the DM could simply rule that the character is dead, and that a saving throw is a last-ditch effort to avoid making such a ruling. That is, save-or-die is less harsh than what the character probably deserves (die, no save).
 

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If there is anything random about OD&D it's the random levels of heretofore undiscovered awesome that it peels back every time it's played. With OR without Supplement I.
 

Philotomy Jurament said:
I'm in the "saving throws giving you a chance to cheat death are gracious" camp.



I'm on the bubble but leaning towards that. On the one hand, say for example the thief in the party may have failed to detect traps*, and tries to pick the lock - oops! Poison needle/gas/etc. Well, to the best of the thief's knowledge, the chest wasn't trapped!

On the other hand, when in doubt, break the chest open! If you've got a cleric who can cast detect traps and a low-level thief, the party should be using that to back up the thief.

That's just me though.

*=I roll the dice
 
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thedungeondelver said:

I'm on the bubble but leaning towards that. On the one hand, say for example the thief in the party may have failed to detect traps*, and tries to pick the lock - oops! Poison needle/gas/etc. Well, to the best of the thief's knowledge, the chest wasn't trapped!

On the other hand, when in doubt, break the chest open! If you've got a cleric who can cast detect traps and a low-level thief, the party should be using that to back up the thief.

That's just me though.

*=I roll the dice
Unless the thief has a 100+% chance to find traps, he should never assume there's no trap just because he didn't find one. This applies especially to low-level thieves with crappy find traps percentages -- if you've got a 30% in find traps and you don't find one, what that effectively means is that it's 30% likely there's no trap, but that it's 70% likely there is a trap and you just failed to find it! A find traps roll can tell you that there definitely is a trap, but it will never tell you that there definitely is not one (even with a 100+% chance, because we know most DMs are going to start throwing in "super-well-hidden traps with a -30% chance to detect" or whatever...).
 

thedungeondelver said:
On the other hand, when in doubt, break the chest open! If you've got a cleric who can cast detect traps and a low-level thief, the party should be using that to back up the thief.

That's where tactics and role-playing come.

Thief can check for traps, but might fail.

A battle axe could open the chest, but it takes time and makes a lot of noise -- is that a good idea here?

You could leave and come back later when you've cleared the dungeon, but it might get stolen.

You could try to carry back the whole chest, but how to get it up the cliff you roped down?

You could try to catch a kobold and make him open it, but the paladin would get mad. :p

What to do, what to do? :confused:
 


Also, note that in OD&D, there is no "find traps" skill (only remove trap, which applies to "small trap devices such as poison needles"). Traps are found by descriptive searching. In play, this works out as a 100% chance of finding such traps, provided the player looks in the right place/right manner. Difficulty for finding a trap would then be adjusted like normal. For example, an especially well-hidden poisoned needle might be -30% to find, so a thief looking in the right place would have a 70% chance of finding it.
 

Traps are found by descriptive searching. In play, this works out as a 100% chance of finding such traps, provided the player looks in the right place/right manner.
Doesn't this require the Player (and DM) have real life knowledge of traps? And essentially, whichever has more real life knowledge of traps, or is more devious or persistent, will "win".

I remember playing with a guy one time who was of the real-world-knowledge school of playing, and he completely frazzled me as the DM when he insisted on searching by description. I mean, my adventure notes essentially just said, "There's a poison needle trap on this chest."

When this Player searched the chest (he was not playing a thief), he described each place, and each action. He had a mind and backpack full of "gimmicks" -- using string, and needles, and water, and small hammers. He had to explain to me how each gimmick worked before I could even rule on the results. (He even had a canary, but I ruled that there was no way he could get carry a small bird through the dungeon in a backpack.)

He was one of those "elite dungeoneers" that were often praised by Gygax and others -- you know, those who made it through the Tomb of Horrors through "ingenuity" and McGuiver-like knowledge. I once commented that he'd have his character make a nuclear bomb. He waved off that statement by saying how it couldn't be done with the medieval resources---and he actually explained in detail the items/technologies he'd need that wouldn't be available.

He only played in my game two game sessions. He was in his late 20s (a former military tech of some sort), and I and my other Players were just in our teens.

Personally, I really dislike the real-world-knowledge and descriptive-success school of D&D gaming.

Quasqueton
 

Quasqueton said:
Doesn't this require the Player (and DM) have real life knowledge of traps? And essentially, whichever has more real life knowledge of traps, or is more devious or persistent, will "win".
You could do it that way, I guess, but it doesn't have to be an adversarial "I'm more devious/clever than you" thing. It requires a small amount of detail on the trap, but not in-depth knowledge. That is, the DM needs to know "there's a poison needle that will prick someone trying to pick this lock," but he doesn't need specific details on how the spring-loaded mechanism works. If the PC says he's searching the lock for traps, that's good enough for me (I'd only roll if the trap was especially difficult to find).

I remember playing with a guy one time who was of the real-world-knowledge school of playing, and he completely frazzled me as the DM when he insisted on searching by description. I mean, my adventure notes essentially just said, "There's a poison needle trap on this chest."
Yeah, I'd normally want more detail than that. With that kind of description, I'd assume the common "poison needle in the lock," but you could also have poison needles in the handles (side or lid).

When this Player searched the chest (he was not playing a thief), he described each place, and each action...
That'd be fine with me; I encourage it in my players. I let non-thieves find traps, too, if they're looking. (Thieves may have an easier time with especially well-concealed traps, though; I assume that thieves have a level of expertise that would help them, in such situations.)

Personally, I really dislike the real-world-knowledge and descriptive-success school of D&D gaming.
Tastes differ. I find that descriptive searching adds to the immersion and enjoyment of the game, but I understand that not everyone likes that approach. As I suggested above, it doesn't have to be an "only your search description matters" approach, though.

It's also one of those things that is DM-dependent, because it relies heavily on the DM's judgment and how he adjudicates the search situations. That makes it subject to "abuse" by a bad or inexperienced DM (e.g. the "ha, ha, I'm more clever than you" or the "you weren't anal enough in your description" approach).

All of this applies to other kinds of searching, too. For example, I typically use die-rolls for finding secret doors, but to open the secret door, I often require description (e.g. push/pull/prod/press something, etc). And if someone "twists the torch sconce," even without knowing a secret door is there from a die roll, I would let that find and open it. For things like concealed treasure (e.g. false bottom in a chest, pouch of gems hidden in the mattress), I much prefer descriptive searches over die rolls.

YMMV, as always.
 
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