You're misreading things. If I put a 10 ft deep covered pit in a 10 ft wide hallway, is that "do things smart or I will punish you" design? Or do we take for granted these days that the party rogue will be actively checking for traps. And if he doesn't, do I ignore the obstacle because I don't want to make it a me v. them scenario? C'mon, KM. You're better than that.
We can probably take for granted that the rogue is checking for traps. I don't think we can take for granted that the characters know what a rust monster is and exactly how to overcome it.
Is it really a game stopper? Does it draw the game to a screeching halt? I can see where it can pose some unforseen difficulties to the party. But does that necessitate a complete overhaul? From what you suggest, 90% of all traps should be eliminated from the game (because they don't facilitate the award of phloot). I know that's not really what you are suggesting, but that's the logical conclusion. Again, if that works for your style of play, that's fine. But I wouldn't call that good game design necessarily.
People like to overcome challenges to get their phloot. If the rust monster *challenges* them to hold onto their equipment, it's good. If it just destroys their equipment, it's bad. Traps are challenges to be overcome -- they don't stop everything just because they were triggered. A rust-monster will mean that the party will want/need to get re-equiped as soon as possible. Re-equipping them involves going back to town (or even a bigger town) and getting what they need, if such a thing is even possible. Or waiting for treasure to drop.
That does stop the game. Just as it would stop the game, if, say, the cleric just died. Or if the entire party did. All these things grind the adventure to a halt. Thus, they are to be avoided.
No, as someone else pointed out, you just have your biggest tank go up and swat the thing, then break for 10 minutes. That's not a new tactic. That's an encounter the spellcasters get to kick back and relax during.
The fighter doesn't want to hit it (it'll munch his armor and shield, leaving him helpless, and those things are PRICEY). This leaves maybe the barbarian or the monk. Which means that, lo, the strategy for defeating it is basically the same before and after the revision.
It does the same thing in a less binary way.
We revamp the rust monster so mediocre DMs can employ it without unintentionally (or maybe intentionally) of ruining the scenario, and then when folks complain that it was done because of whiny players, THOSE people are criticized in turn.
My criticism is reserved for one thing (or if it's not, it should be, and I apologize) in this thread: The save vs. stopping the adventure. I think some of the people defending it either don't realize or don't care about the dramatic effect. And it strikes me as weird given how many people dislike the save-or-die mechanic, which is, game-mechanically, nearly identical.
But it ISN'T a gauranteed loss.
There are four major ways I can think of that would make sure it's not a guaranteed loss:
#1: Metagame knowledge.
#2: NPC's who know about the creatures (whether or not these things exist is iffy)
#3: PC's with Knowledge (dungeoneering) (again, depends on the campaign/DM)
#4: Evidence of the creature's power before the encounter (again, depends on many things)
Unless you meet one of those three criteria, the first time you know it can rust your stuff is when it does it, virutally guaranteeing you're losing your best weapon and/or armor.
Because when that 2nd level mage dies falling down a 10" pit, inadvertantly screwing the rest of the party, that's just as big a game breaker.
It is, and the fragility of mages vs. everyone else is something that design has struggled with (and mearls and monte cook have even remedied).
Of the gradual deterioration of DnD to a series of challenges that take 25% of your resources and send you on your way. Of challenges that aren't really challenges.
It's good to have a baseline so that you can deviate from it. If CR didn't work like this, I couldn't reliably take a monster of party level+2 and use it as my big boss.
What could happen and what actually do rarely have any similarity. Then again, your anecdotal evidence seems to support the stupid whiny player theory.
No, things very similar to this happen fairly regularly depending upon the players I'm with. Some of my friends can be quite mercurial. And by calling my friends names, you're missing my point. It's not
fun. My
friends don't enjoy it.
People have alternatives to D&D. If D&D stops being fun, people will stop playing it. It shouldn't be the elite purview of the gentlemently, intelligent, and tough. Stupid whiny players are friends, too, and D&D is very much a game about sitting around having fun with your friends.