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The 10-foot pole, antithesis of what adventuring should be?
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<blockquote data-quote="Thunderfoot" data-source="post: 3055511" data-attributes="member: 34175"><p>And see where that got them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Personally, I think that the views expressed so far are too polarized. TW obivously feels that if a 10' pole is brought along, it is use to poke everything in sight - while that is a possibility, I have never PERSONALLY witnessed a party do such.</p><p>The other view I'm getting is that the 10' pole is the greatest thing since the Ginsu... Aview I have never subscribed to.</p><p></p><p>The fact like all things lies somewhere in the middle - a 10' pole is wonderfully useful, but also a very FRAGILE piece of adventuring gear. While they can be used to poke suspicious areas to save on lost digits, arms and halflings, they can also be used as fulcrums to lift, medium sized objects that don't way too musch (the average pole should be about 1 1/4" across), torch holders in rooms with high ceilings (to thwart ambush from above), the excellent green slime killing pole (as demonstrated by P&P) and many others.</p><p></p><p>Carrying a 10' pole in a dungeon is problematic and best and impossible at worst. Ever try to manuever a 10' pole around a corner in a 5' hallway with 6' ceilings? As I have stated (and others) two 5' poles that can be lashed together with twine or screwed together by design are much more useful. And though in a forest you can try to hack down a few trees or fiind dead limbs for tent cross bars, carrying a few 10' poles (or several 5' poles, are much more useful and less time consuming. </p><p></p><p>A good DM will create obstacles that a 10' pole will be the BEST choice to thwart (not the only choice) and a good player will find ways to use to 10' pole other than a blindman's trap finder. This is what we term in gaming as ROLE-PALYING. As an old codger I am finding that often people will do what is more strategiclly advantageous and less character driven in games. Anyone that played with me during GenCon found out that I will do what is more story driven than smart. Why, because it is more fun to try than to succeed sometimes and it is more fun fail than to fall. If the 10' pole becomes the, must thwart DMs plans devise then I am in complete agreement with TW on his antethesis claim. If however, it is employed in a quirky and useful manner in a variety of situations without becoming a crutch, then I think TW has missed a great opportunity to expand his game into something magical.</p><p></p><p>Really, there is no right or wrong here folks - me I like my poles and twine, if you don't I feel for you. Just my two coppers.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 3055511, member: 34175"] And see where that got them. :) Personally, I think that the views expressed so far are too polarized. TW obivously feels that if a 10' pole is brought along, it is use to poke everything in sight - while that is a possibility, I have never PERSONALLY witnessed a party do such. The other view I'm getting is that the 10' pole is the greatest thing since the Ginsu... Aview I have never subscribed to. The fact like all things lies somewhere in the middle - a 10' pole is wonderfully useful, but also a very FRAGILE piece of adventuring gear. While they can be used to poke suspicious areas to save on lost digits, arms and halflings, they can also be used as fulcrums to lift, medium sized objects that don't way too musch (the average pole should be about 1 1/4" across), torch holders in rooms with high ceilings (to thwart ambush from above), the excellent green slime killing pole (as demonstrated by P&P) and many others. Carrying a 10' pole in a dungeon is problematic and best and impossible at worst. Ever try to manuever a 10' pole around a corner in a 5' hallway with 6' ceilings? As I have stated (and others) two 5' poles that can be lashed together with twine or screwed together by design are much more useful. And though in a forest you can try to hack down a few trees or fiind dead limbs for tent cross bars, carrying a few 10' poles (or several 5' poles, are much more useful and less time consuming. A good DM will create obstacles that a 10' pole will be the BEST choice to thwart (not the only choice) and a good player will find ways to use to 10' pole other than a blindman's trap finder. This is what we term in gaming as ROLE-PALYING. As an old codger I am finding that often people will do what is more strategiclly advantageous and less character driven in games. Anyone that played with me during GenCon found out that I will do what is more story driven than smart. Why, because it is more fun to try than to succeed sometimes and it is more fun fail than to fall. If the 10' pole becomes the, must thwart DMs plans devise then I am in complete agreement with TW on his antethesis claim. If however, it is employed in a quirky and useful manner in a variety of situations without becoming a crutch, then I think TW has missed a great opportunity to expand his game into something magical. Really, there is no right or wrong here folks - me I like my poles and twine, if you don't I feel for you. Just my two coppers. [/QUOTE]
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The 10-foot pole, antithesis of what adventuring should be?
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