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The 10-foot pole, antithesis of what adventuring should be?
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<blockquote data-quote="arscott" data-source="post: 3054735" data-attributes="member: 17969"><p>I think you've hit on something here. In D&D, I have fun by overcoming challenges in interesting ways. A fight is fun, because it represents a tactical challenge to be overcome. An interaction encounter is fun because it represents a diplomatic challenge to be overcome. Giant pits, locked chests, and barren deserst all represent different skill challenges to be overcome.</p><p></p><p>Traps are fun, because they can be overcome in several different ways. They can be a skill challenge (search for and disarm them), a puzzle challenge (figure out how to bypass them without disarming them), or an endurance challenge (survive their effects and live to tell about it). They can even be combined with a tactical challenge (fighting a monster in a trapped room) or a diplomatic challenge (convince an NPC to help you bypass the trap).</p><p></p><p>But the 10 ft. pole approach is none of those. Depending on play, it's either an equipment challenge (Did I remember to get the pole?) or a simon says challenge (Did I remember to say I was prodding the ground in front of me?). Basically, it's the most boring way possible to get past a trap. If that's the proper solution, then then there's no real reason to have traps at all.</p></blockquote><p></p>
[QUOTE="arscott, post: 3054735, member: 17969"] I think you've hit on something here. In D&D, I have fun by overcoming challenges in interesting ways. A fight is fun, because it represents a tactical challenge to be overcome. An interaction encounter is fun because it represents a diplomatic challenge to be overcome. Giant pits, locked chests, and barren deserst all represent different skill challenges to be overcome. Traps are fun, because they can be overcome in several different ways. They can be a skill challenge (search for and disarm them), a puzzle challenge (figure out how to bypass them without disarming them), or an endurance challenge (survive their effects and live to tell about it). They can even be combined with a tactical challenge (fighting a monster in a trapped room) or a diplomatic challenge (convince an NPC to help you bypass the trap). But the 10 ft. pole approach is none of those. Depending on play, it's either an equipment challenge (Did I remember to get the pole?) or a simon says challenge (Did I remember to say I was prodding the ground in front of me?). Basically, it's the most boring way possible to get past a trap. If that's the proper solution, then then there's no real reason to have traps at all. [/QUOTE]
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The 10-foot pole, antithesis of what adventuring should be?
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