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<blockquote data-quote="Saeviomagy" data-source="post: 5221994" data-attributes="member: 5890"><p>It wasn't meant to be an edition war. I like 4e quite a lot, and I actually dislike most of 2nd edition's rules. And it's not every trap that has the "roll a lot of successes on a single skill to disable" model, just the bad ones.</p><p></p><p>2nd edition "think your way through the trap" traps had nothing to do with the rules of the game: they work equally well or badly regardless of edition because they have no rule content except for the rules contained within the trap itself.</p><p></p><p>4e's traps are a mixed bunch: some of them are sensible, allowing a single disable device roll to cripple some component of the trap but not the entire trap, while also allowing various other skills to avoid or negate elements of it. This is the GOOD 4e trap. The entire party can contribute, no specific skill is needed, but thievery still sees use.</p><p></p><p>Any of the traps which feature a skill challenge are, I feel, actually something that needs to be erratad. First of all, skill challenges aren't supposed to be simply rolling a single skill over and over again. Secondly the skill challenges offered are more difficult to succeed at than simply smashing the trap component in question. Finally, there's nothing more boring than standing next to a trap and saying, each round "I roll thievery again". Especially when you might do so 4-7 times before anything at all happens.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5221994, member: 5890"] It wasn't meant to be an edition war. I like 4e quite a lot, and I actually dislike most of 2nd edition's rules. And it's not every trap that has the "roll a lot of successes on a single skill to disable" model, just the bad ones. 2nd edition "think your way through the trap" traps had nothing to do with the rules of the game: they work equally well or badly regardless of edition because they have no rule content except for the rules contained within the trap itself. 4e's traps are a mixed bunch: some of them are sensible, allowing a single disable device roll to cripple some component of the trap but not the entire trap, while also allowing various other skills to avoid or negate elements of it. This is the GOOD 4e trap. The entire party can contribute, no specific skill is needed, but thievery still sees use. Any of the traps which feature a skill challenge are, I feel, actually something that needs to be erratad. First of all, skill challenges aren't supposed to be simply rolling a single skill over and over again. Secondly the skill challenges offered are more difficult to succeed at than simply smashing the trap component in question. Finally, there's nothing more boring than standing next to a trap and saying, each round "I roll thievery again". Especially when you might do so 4-7 times before anything at all happens. [/QUOTE]
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