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When Adventure Designers Cheat
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<blockquote data-quote="delericho" data-source="post: 3264388" data-attributes="member: 22424"><p>There's a fundamental difference between saying "this door can never be bashed down" and saying "this door has X hardness and Y hit points", with X and Y set such that the PCs cannot at their level do enough damage to break down the door. In the latter case, the PCs can go and gain more levels, and increase their damage output, and at some later point reach a stage where they <em>could</em> break down the door, if they were so inclined. In the former case, they could not.</p><p></p><p>In fact, if the PCs adventured long enough that one of them attained godhood and became the deity of bashing doors (obviously, not one of the main deities in the setting... one would hope), that god <em>still</em> would not be able to bash down the first door. Which definately doesn't feel right.</p><p></p><p>The other problem with the "unbashable" door is that it hits problems as soon as you introduce "the sword that can cut through anything". Suddenly, you have two absolutes in opposition to one another, and have to figure out the way those two interact. If, instead, you apply the mechanisms supplied by the RAW, that issue never arises - the door has known properties, as does the sword, and the interaction between the two is obvious.</p><p></p><p>That said, if the DM wishes to introduce the unbashable door, that's his right. I won't complain in-game. If asked, I would advise against it, and afterwards I would probably provide feedback to the effect that such a device is sub-optimal adventure design, but it remains the DM's prerogative to do so.</p><p></p><p>If a professional adventure designer introduces the unbashable door, though, I'll be less than pleased. They're being paid to use the rules that are provided, not to ignore them.</p></blockquote><p></p>
[QUOTE="delericho, post: 3264388, member: 22424"] There's a fundamental difference between saying "this door can never be bashed down" and saying "this door has X hardness and Y hit points", with X and Y set such that the PCs cannot at their level do enough damage to break down the door. In the latter case, the PCs can go and gain more levels, and increase their damage output, and at some later point reach a stage where they [I]could[/I] break down the door, if they were so inclined. In the former case, they could not. In fact, if the PCs adventured long enough that one of them attained godhood and became the deity of bashing doors (obviously, not one of the main deities in the setting... one would hope), that god [I]still[/I] would not be able to bash down the first door. Which definately doesn't feel right. The other problem with the "unbashable" door is that it hits problems as soon as you introduce "the sword that can cut through anything". Suddenly, you have two absolutes in opposition to one another, and have to figure out the way those two interact. If, instead, you apply the mechanisms supplied by the RAW, that issue never arises - the door has known properties, as does the sword, and the interaction between the two is obvious. That said, if the DM wishes to introduce the unbashable door, that's his right. I won't complain in-game. If asked, I would advise against it, and afterwards I would probably provide feedback to the effect that such a device is sub-optimal adventure design, but it remains the DM's prerogative to do so. If a professional adventure designer introduces the unbashable door, though, I'll be less than pleased. They're being paid to use the rules that are provided, not to ignore them. [/QUOTE]
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