BluSponge said:
Yeah, I caught that part. The only reason for my disagreement here is that I don't see going backwards in this case is any different from going forwards. The fundamental argument behind this whole thing is, after all, why do you change established elements of the game? Given the differences between 3e and the other editions, I have no problems making changes and am a full advocate of dropping scared cows (which are now more window dressing than anything else). But the logic of Mike's hypothesis is what gave me pause. I don't agree that it's bad game design just because it gives the players some unexpected hardship or makes them think outside the box. If anything, I see the problem here as a failure of the CR system, and the folly of relying too heavily upon it.
I guess I'll have to answer that with an "I look at where they took it, and wonder why they did".

I might actually find myself arguing for the
old version of Rusty, too, because it was less brutal to characters that encountered it than its 3E cousin, yet still had enough of a fear-factor for them to make it into stories told around a pub table like "remember when we met that rust monster family under Old Grimfang's lair, and Stubby the Dwarf had to throw them his handaxes in order to escape with his plate mail and his father's axe? The look on his face when we rounded that corner and the little critters were picking up the scent of his armor and happily pounced to greet him?"
I happen to have the same problems you have with the assumption that something that inconveniences characters for more than a few rounds or maybe hours game time is bad game design and should be smoothed out like a bad wrinkle in a pair of trousers. Adverse and inconvenient effects that cannot be pushed aside after a few minutes or an hour pose a challenge all by themselves, and are a part of D&D that should not be written out of the game in my opinion. As far as a "believable background" goes, a lot of the monsters in D&D are "utility monsters" that were presumably created by weird or mad wizards for some task that is as long forgotten as the creator of the monsters. Gelatinous Cube, the iconic dungeon cleaner, is a good example of that. Rusty, as the monster that robs heavily armed and armored intruders of their best advantages, is another...I always envisioned it as being created by a magic-user who kept heavily armed mercenaries and robbers out of his "lair" by disarming them enough for them to not want to go any further.
Bah. Not I. I've seen the amount of loot in 1st ed modules, and seen the lists of stuff players carry in their bags of holding. Not everyone plays that way, of course, but then no one has to include a rust monster in their adventures. I'm here advocating for old rusty and yet I don't think in 20 years of playing that I've ever used one in an adventure.
Tom
I've seen similar lists in Basic D&D, had some myself even...and rusty was still a terror, no matter what level. No other was reduced to ash and cinder so fast when it reared its antennae...or charmed, tamed and taken along. For some reason, it has a cuddle factor few others have, at least in my experience.