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<blockquote data-quote="dcollins" data-source="post: 926980" data-attributes="member: 876"><p>Frankly, that wasn't how I or my players read that language, but for discussion's sake I'll assume you're correct.</p><p></p><p>The current goblin dungeon does not have 10 ft. wide corridors, they're only 5 ft. wide. In fact, most complexes I run and see nowadays have 5 ft. wide corridors -- that's even more realistic if one compares medieval castles and dungeons and so forth.</p><p></p><p>Now, my player's mostly just interested in traps, and he would make a very solid argument that regardless of where the trap actually is (ceiling, wall, or floor), the trigger must be on the floor itself (catch plate, trip-wire, etc.). Thus he would be happy to just check the floor and thereby find all the traps effectively automatically, at the same 5 ft. per round rate of progress.</p><p></p><p>And you know what? Even if it took ten times longer than that, I think they'd <em>still</em> do it. It sounds utterly unrealistic, but there's no in-their-face penalty that is obviously a consequence of moving slowly. </p><p></p><p>DM: "Oh, doing that will take a minute per 5 feet."</p><p>PC: "So? Then we take a minute per 5 feet."</p><p></p><p>That having been said, possibly the suggestion for more hit-and-run tactics would be helpful. Maybe I'll try that next week, and if it draws them into running off piecemeal into an ambush, we'll see if the players count that as playing unfairly. However, I'm still not sure they'd recognize that as an actual consequence of slow movement.</p></blockquote><p></p>
[QUOTE="dcollins, post: 926980, member: 876"] Frankly, that wasn't how I or my players read that language, but for discussion's sake I'll assume you're correct. The current goblin dungeon does not have 10 ft. wide corridors, they're only 5 ft. wide. In fact, most complexes I run and see nowadays have 5 ft. wide corridors -- that's even more realistic if one compares medieval castles and dungeons and so forth. Now, my player's mostly just interested in traps, and he would make a very solid argument that regardless of where the trap actually is (ceiling, wall, or floor), the trigger must be on the floor itself (catch plate, trip-wire, etc.). Thus he would be happy to just check the floor and thereby find all the traps effectively automatically, at the same 5 ft. per round rate of progress. And you know what? Even if it took ten times longer than that, I think they'd [i]still[/i] do it. It sounds utterly unrealistic, but there's no in-their-face penalty that is obviously a consequence of moving slowly. DM: "Oh, doing that will take a minute per 5 feet." PC: "So? Then we take a minute per 5 feet." That having been said, possibly the suggestion for more hit-and-run tactics would be helpful. Maybe I'll try that next week, and if it draws them into running off piecemeal into an ambush, we'll see if the players count that as playing unfairly. However, I'm still not sure they'd recognize that as an actual consequence of slow movement. [/QUOTE]
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