Cadfan said:
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.
Agreed. Doing that is boring, but it's not a problem with the DND rules.
I wasn't talking about checking doors, but being afraid to open them because of how nasty the things inside might be.
Cadfan said:
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.
...
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.
I think the resolution to this is fairly easy (and should be mentioned in the 4E DMG), even in 3.5.
Talk with the players and get consensus on what is done when the group sees a door. What is done when the group is heading down a hallway, etc. In real life, if there were traps on doors or hallways, I would have my friend the Rogue check them out every time.
It's boring for the game, but it would be something the characters would do.
So, the DM rolls Search rolls at every door (and every once in a while in hallways) the players decide to open (presumably behind the screen) and only tells the Rogue player if he finds something. The DM barely has to glance at the dice, especially if there are no traps there.
The group of players and the DM decide ahead of time to not have the DM bother saying "You find nothing" every single time. Instead, the DM says that "the Fighter opens the door and sees...". Every time. Unless the players decide for a given door to change the standard plan.
This takes no appreciable time.
Only when the PCs notice anything unusual does the DM tell them about it. The rest of the time, the Rogue checks for traps, the Fighter opens the door, if there wasn't a trap, gaming continues. If there was a trap, it goes off in the Fighter's face.
To speed this up even more, the DM could roll every trap and every listen at the door for a given adventure ahead of time based on the skill of the PCs. He could have the results written in his notes (note: if the Rogue is unconscious for a given door, just roll it again for real with the lesser skill of the PC actually doing it).
But, this is a prime example of where the rules do not need changing.
Rolling at every door is a bad habit that gaming groups get into, it's not a bad rule. It's a habit easy to fix.
The DMG should list simple DM 101 ways to avoid common problems like this. It's not a fault of the rule system, it's a fault of the DM not recognizing the problem and fixing it.