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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Lanefan" data-source="post: 9677933" data-attributes="member: 29398"><p>Sure, not all of these are going to work every time, but the options are still there to try. IME most mages try to get their mitts on <em>Knock</em> as soon as they can, also in my game it doesn't have the alarm-bell feature that 5e gave it.</p><p></p><p>And if the door opens toward you, the hinges have to be on your side somewhere. If it opens away from you, they won't be, but kicking the door in becomes far more viable. The tricky ones are sliding doors.</p><p></p><p>I've once or twice even seen situations in stone caverns or buildings where a party Dwarf spent a few hours and, using the rules for Dwarven mining, mined his way around a stuck door!</p><p></p><p>The other option that every party has, and that I didn't list, is to go back to town and gather more resources and-or more people specific to the task at hand. For example, if the party doesn't have <em>Knock</em> available, go back and recruit or hire a wizard that can cast it. If the party doesn't have a lock-picker, go back and recruit or hire one.</p><p></p><p>Another one - again at higher level - we did not long ago in the game I play in is the party mage polymorphed herself into an Umber Hulk and simply dug us a tunnel down from the surface in order to get into an area we knew was there but couldn't otherwise access.</p><p></p><p>We probably differ in that I don't see insurmountable (or seemingly-insurmountable) obstacles as being a stupid mistake. To me, they're just part of the setting - sometimes either by good in-fiction design or bad at-table luck you're just not going to get there from here no matter what you do. So be it.</p><p></p><p>The problem (sorry!) there is defining what is in fact a universal problem, because what some see as a problem others might see as a feature or benefit.</p><p></p><p>I disagree. I can't think of a situation in which "nothing can ever happen", but I can think of many a situation where "nothing can ever happen given what the party can bring to bear right here and right now". Again, they might just have to get creative and think outside - sometimes way outside - the box.</p><p></p><p>One of the loudest at-table cheer-and-high-five experiences I've ever seen in a game happened many years ago. I was a player, we'd met a door we had to get through, and the only - and I mean ONLY - way to get this thing open was to answer a riddle.</p><p></p><p>We spent two and a half sessions trying to figure out this damned riddle; in hindsight of course the answer was obvious but at the time we just couldn't see it, and when we finally got it there were cheers all round!</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9677933, member: 29398"] Sure, not all of these are going to work every time, but the options are still there to try. IME most mages try to get their mitts on [I]Knock[/I] as soon as they can, also in my game it doesn't have the alarm-bell feature that 5e gave it. And if the door opens toward you, the hinges have to be on your side somewhere. If it opens away from you, they won't be, but kicking the door in becomes far more viable. The tricky ones are sliding doors. I've once or twice even seen situations in stone caverns or buildings where a party Dwarf spent a few hours and, using the rules for Dwarven mining, mined his way around a stuck door! The other option that every party has, and that I didn't list, is to go back to town and gather more resources and-or more people specific to the task at hand. For example, if the party doesn't have [I]Knock[/I] available, go back and recruit or hire a wizard that can cast it. If the party doesn't have a lock-picker, go back and recruit or hire one. Another one - again at higher level - we did not long ago in the game I play in is the party mage polymorphed herself into an Umber Hulk and simply dug us a tunnel down from the surface in order to get into an area we knew was there but couldn't otherwise access. We probably differ in that I don't see insurmountable (or seemingly-insurmountable) obstacles as being a stupid mistake. To me, they're just part of the setting - sometimes either by good in-fiction design or bad at-table luck you're just not going to get there from here no matter what you do. So be it. The problem (sorry!) there is defining what is in fact a universal problem, because what some see as a problem others might see as a feature or benefit. I disagree. I can't think of a situation in which "nothing can ever happen", but I can think of many a situation where "nothing can ever happen given what the party can bring to bear right here and right now". Again, they might just have to get creative and think outside - sometimes way outside - the box. One of the loudest at-table cheer-and-high-five experiences I've ever seen in a game happened many years ago. I was a player, we'd met a door we had to get through, and the only - and I mean ONLY - way to get this thing open was to answer a riddle. We spent two and a half sessions trying to figure out this damned riddle; in hindsight of course the answer was obvious but at the time we just couldn't see it, and when we finally got it there were cheers all round! [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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