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<blockquote data-quote="I'm A Banana" data-source="post: 3992644" data-attributes="member: 2067"><p>Here is where I begin to disagree with you, but only a little. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yes, it is. But for most people, that's not even entertainment. It's tedium. It's an obvious hoop to jump through. It makes people feel pathetic and worthless in a game of heroic adventure to be ambushed by surprise traps OR to have to cover every inch with a ten-foot pole. </p><p></p><p>The key for this is that D&D is a game of heroic adventure, NOT a game of gritty dungeon survival. With different expectations come different requirements to be 'entertained'. Traps are part of heroic adventure, too, but in a specific motif (as elongated obstacle courses or bizzarre Rube Goldberg devices). </p><p></p><p>People expecting heroic adventure will not be entertained by exhaustive trap-checking. It's counter to the goals of heroic adventuring. </p><p></p><p>People expecting dungeon survival WILL be entertained by exhaustive trap-checking. It's very much in line with the goals of dungeon survival.</p><p></p><p>To use The Road, if I went into that expecting Mad Max or Waterworld, I wouldn't be entertained. </p><p></p><p></p><p></p><p>Here, I do feel your concern, and I sympathize. It sounds a lot like 4e's desire to 'fix' 3e revolves entirely around the combat structure (which, I predict, is going to kill social encounters and take their stuff), while leaving the noncombat structure open.</p><p></p><p>This is, at least, a missed opportunity. The game has lacked good story-structure and character-development rules since it's inception, and it's something 4e seems to be not paying attention to, either.</p><p></p><p>It's not catastrophic, though. If they bring the wahoo element back to combat, it's not going to stop the other types of entertainment the game can give me. Because Combat can't really provide the catharsis and emotional investment that takes place in the context of the world and the characters. D&D's position has largely been 'you don't need books for that.'</p><p></p><p></p><p></p><p>Fun includes that concept, but where do you see Mearls excluding the other ideas of 'entertainment' that are good for the game?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3992644, member: 2067"] Here is where I begin to disagree with you, but only a little. ;) Yes, it is. But for most people, that's not even entertainment. It's tedium. It's an obvious hoop to jump through. It makes people feel pathetic and worthless in a game of heroic adventure to be ambushed by surprise traps OR to have to cover every inch with a ten-foot pole. The key for this is that D&D is a game of heroic adventure, NOT a game of gritty dungeon survival. With different expectations come different requirements to be 'entertained'. Traps are part of heroic adventure, too, but in a specific motif (as elongated obstacle courses or bizzarre Rube Goldberg devices). People expecting heroic adventure will not be entertained by exhaustive trap-checking. It's counter to the goals of heroic adventuring. People expecting dungeon survival WILL be entertained by exhaustive trap-checking. It's very much in line with the goals of dungeon survival. To use The Road, if I went into that expecting Mad Max or Waterworld, I wouldn't be entertained. Here, I do feel your concern, and I sympathize. It sounds a lot like 4e's desire to 'fix' 3e revolves entirely around the combat structure (which, I predict, is going to kill social encounters and take their stuff), while leaving the noncombat structure open. This is, at least, a missed opportunity. The game has lacked good story-structure and character-development rules since it's inception, and it's something 4e seems to be not paying attention to, either. It's not catastrophic, though. If they bring the wahoo element back to combat, it's not going to stop the other types of entertainment the game can give me. Because Combat can't really provide the catharsis and emotional investment that takes place in the context of the world and the characters. D&D's position has largely been 'you don't need books for that.' Fun includes that concept, but where do you see Mearls excluding the other ideas of 'entertainment' that are good for the game? [/QUOTE]
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