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The senseless achitecture in most official products
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<blockquote data-quote="Lanefan" data-source="post: 7902247" data-attributes="member: 29398"><p>Fair enough.</p><p></p><p>My question, to follow on from your example above, then becomes: how much of this info do the PCs have before making their decision? Do they know the heavy door will make noise, or is that just speculation on their part? Do they know there's a powerful foe waiting in the other entrance, without taking steps to find out? Etc.</p><p></p><p>Because if not, then it still comes down to trial by guess; only much more dressed-up. Do we enter via:</p><p></p><p>Heavy stone door</p><p>Underwater passage (if it even goes where we want it to go!)</p><p>Passage that looks clear</p><p>Passage that looks cobwebby</p><p>Scary demon-face door</p><p>Imposing-lock door</p><p></p><p>This is a situation where in my view it's absolutely vital the DM not give out any info the PCs either can't know about or haven't earned by observation/scouting. (think about if this were real, how much would people be able to discern on approaching and-or observing such a structure, and give out information based on that) </p><p></p><p>If they start using skills such as tracking, or spells of divinaton magic e.g. <em>Detect xxxx</em>, those can give them more info if there's any to give. For example scary-demon-face door might radiate magic because the demon face is a permanent illusion; tracks could be found going in-out of the clear passage indicating that it's occupied, and so forth. The underlying idea here is to make them earn this information rather than giving it out for free, with full acceptance that doing it this way will slow things down.</p><p></p><p>On a more macro level, I've always seen luck as being a big - if not the biggest - overall factor in the game as a whole. If it wasn't, we wouldn't use dice. <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></blockquote><p></p>
[QUOTE="Lanefan, post: 7902247, member: 29398"] Fair enough. My question, to follow on from your example above, then becomes: how much of this info do the PCs have before making their decision? Do they know the heavy door will make noise, or is that just speculation on their part? Do they know there's a powerful foe waiting in the other entrance, without taking steps to find out? Etc. Because if not, then it still comes down to trial by guess; only much more dressed-up. Do we enter via: Heavy stone door Underwater passage (if it even goes where we want it to go!) Passage that looks clear Passage that looks cobwebby Scary demon-face door Imposing-lock door This is a situation where in my view it's absolutely vital the DM not give out any info the PCs either can't know about or haven't earned by observation/scouting. (think about if this were real, how much would people be able to discern on approaching and-or observing such a structure, and give out information based on that) If they start using skills such as tracking, or spells of divinaton magic e.g. [I]Detect xxxx[/I], those can give them more info if there's any to give. For example scary-demon-face door might radiate magic because the demon face is a permanent illusion; tracks could be found going in-out of the clear passage indicating that it's occupied, and so forth. The underlying idea here is to make them earn this information rather than giving it out for free, with full acceptance that doing it this way will slow things down. On a more macro level, I've always seen luck as being a big - if not the biggest - overall factor in the game as a whole. If it wasn't, we wouldn't use dice. :) [/QUOTE]
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