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The 10-foot pole, antithesis of what adventuring should be?
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<blockquote data-quote="ThirdWizard" data-source="post: 3053744" data-attributes="member: 12037"><p>I've never seen what was so intelligent about 10-foot pole style play. Methodical, yes. Obsessive compulsive, yes. Intelligent, no. It seems more like a playstyle where you have a checklist of things to do when you come across any given situation, not one where you think on your toes to solve delimmas. Then when you make a mistake and miss a trap or whatever, you add what would have solved that to your checklist of things to do.</p><p></p><p>It seems a style focusing more on Player vs. DM in the sense that it isn't the characters interacting with the world around them, it is the Players trying to bypass the constructed dungeon that the DM has crafted. Now, this can be a fun way to play, I'm sure, but it definately isn't for me.</p><p></p><p>On the other hand, it is at the same time building on a more "gritty" fantasy world in which death can be around the next corner and adventuring is dangerous work, because the payoffs can be so big. When the PCs find that magical sword, they know they've earned it because if they hadn't gone down that checklist thoroughly, they would probably all be dead.</p><p></p><p>Of course, I don't consider anything in D&D earned. I also would find the game much more enjoyable to die horribly by playing a character than by succeeding by my own wits that the character wouldn't necessarily have. I also find it extremely boring to be what I consider overly cautious. I would consider a game a failure no matter how well we did if it wasn't exciting, by my own definition, to succeed. I don't consider poking a door for five minutes then walking through to be exciting. YMMV (and obviously does - and that's okay)</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3053744, member: 12037"] I've never seen what was so intelligent about 10-foot pole style play. Methodical, yes. Obsessive compulsive, yes. Intelligent, no. It seems more like a playstyle where you have a checklist of things to do when you come across any given situation, not one where you think on your toes to solve delimmas. Then when you make a mistake and miss a trap or whatever, you add what would have solved that to your checklist of things to do. It seems a style focusing more on Player vs. DM in the sense that it isn't the characters interacting with the world around them, it is the Players trying to bypass the constructed dungeon that the DM has crafted. Now, this can be a fun way to play, I'm sure, but it definately isn't for me. On the other hand, it is at the same time building on a more "gritty" fantasy world in which death can be around the next corner and adventuring is dangerous work, because the payoffs can be so big. When the PCs find that magical sword, they know they've earned it because if they hadn't gone down that checklist thoroughly, they would probably all be dead. Of course, I don't consider anything in D&D earned. I also would find the game much more enjoyable to die horribly by playing a character than by succeeding by my own wits that the character wouldn't necessarily have. I also find it extremely boring to be what I consider overly cautious. I would consider a game a failure no matter how well we did if it wasn't exciting, by my own definition, to succeed. I don't consider poking a door for five minutes then walking through to be exciting. YMMV (and obviously does - and that's okay) [/QUOTE]
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The 10-foot pole, antithesis of what adventuring should be?
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