jmucchiello said:You laugh now. But the next time a company of chargers is rolling at you in a ten foot corridor, you'll wish you had a line of pikemen to stop that charge cold.
jmucchiello said:This also explains why sonic attacks overcome hardness.![]()
RFisher said:To me the 10 foot pole represents--to me--what D&D was meant to be:When I want to play cinematic or high fantasy or something else, other games seem more appropriate.
- The humor that is meant to be ever present but not to the point of constant parody
- The caution that explorers of the dark & unknown should have
- The PCs are heroes, not Heroes
Odhanan said:So for you, R, D&D involves a part of unrealistic premises that make up the "genre" of D&D without making it "parodic". Did I understand it well enough? PCs are people adventuring, without necessarily being "Heroes" in a Classical (read: mythical) sense of the term, right?
el-remmen said:I just wanted to say that this is the best characterization of what I think D&D is I have ever read. Almost makes me want to start a separate thread to talk about it.
Maggan said:Ok, poking buttons, shifting small things. But triggering pit traps?
/M
Slife said:Pole-vaulting.
There are a thousand-and-one uses for the ten-foot pole, most of which aren't overly paranoid.
A bit of paranoia is fun, but making it the focus gets old. I could enjoy playing a game where one dungeon (a temple of the god of traps?) is super-duper-trapped, but only if told about the shift in style OOC.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.