KarinsDad said:
The players were actually timid to open doors. That's fun, both for DMs and players. And 3E/3.5 removed a lot of that actual player fear / indecisiveness.
I've always considered waiting for the rogue to check for traps, run a spot check, run a listen check, etc, etc, etc, on Every. Single. Door. to be one of the absolute worst aspects of D&D ever.
But I think this is a perfect place to note the difference between the straw man construction of my play style that kicked this thread off, and its reality. I don't mind there being danger opening the door. I don't mind it at all.
I just 1) want the "should we open the door" decision to take less time, and 2) want the penalties, while real, to not end the game for my character all based on that one door that most likely I have no choice but to open.
This is a place gameplay should be sped up, in my opinion, because it involves only part of the group, involves rolling against dangers that may not even exist, happens repeatedly, usually nothing is wrong, and only occasionally is there a catastrophe.
If you've set up a situation where players have to create a two minute door opening ritual and use it on every single door they find so that they don't get their characters killed on every tenth door where there's an actual trap, you've created a situation in which nine out of ten door openings are wastefully long. This doesn't raise tension in a meaningful way after the first 5 doors, and should be streamlined.
Faster resolution would make my objection less important, because the door opening ritual wouldn't be as long. And making the penalties less extreme than a dead character would let the players ignore the risk at times, and only search for traps on doors likely to be trapped, instead of every single door in the game.