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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Chaosmancer" data-source="post: 8379551" data-attributes="member: 6801228"><p>No, I do not enjoy Roguelikes. I would also say that there is a comparison to Roguelikes that highlights why I think they are a bad fit for an RPG style game. </p><p></p><p>The few Roguelikes I have tried, and the majority I have heard people talk about have little to no story. In fact, a plot would almost ruin the point of a game. I play games like DnD for the story. And so, I find Roguelike elements completely at odds with that.</p><p></p><p></p><p></p><p>The characters also don't know that they have a numerical Intelligence score, do you think that we should hide all ability scores from the player's too? </p><p></p><p>Just because the character doesn't know the numbers exist, doesn't mean the players shouldn't.</p><p></p><p></p><p></p><p></p><p>But I don't care about the loot or the XP. I didn't sit down at the table to make my imaginary numbers bigger. I can play an idle game and make quindeciliion golds doing that instead. I sat down to have fun, and being hyper paranoid and having to run the proper checklist and pray that I don't misstep into a death trap isn't fun.</p><p></p><p></p><p></p><p>Choosing to sit down and play a game of DnD, and wanting to go on an adventure =/= wanting to be transported to the worst of fantasy Vietnam where we move forward inches at a time for fear of death. </p><p></p><p>Your play style would only encourage me to turtle up and take fewer risks. This is probably why you have the issue with player's vehemently hating you ever saying "your character does X" and need them to confirm every single action, because something as simple as picking up a sword to examine it could be death if they pick it up by the handle instead of the blade. So you back them into the corner of stating every, tiny action, marking what treasures they missed and what traps they trigger when they aren't precise enough to say what they need to say. </p><p></p><p>I actually just remembered another "hilarious" story, of the time I had a DM (I think it was a con game but I could have been wrong) who let our characters struggle for a good few minutes because I carelessly said "Okay, my character pulls open the door and looks inside" and when we couldn't figure out why the door was stuck he laughed and informed us that this was a push door and I had said I pulled it open, not that he had ever told us it was a push door, but boy, was I so silly for trying to pull open a push door. Because I guess I should have asked "does the door pull open or push open" because my character can't see that automatically and I have to ask the DM specific questions.</p><p></p><p></p><p></p><p>No, I don't find that ironic. I find the idea that I might need a guidebook to give me a step by step instruction manual on how to not die just to learn what my rewards might be utterly depressing.</p><p></p><p></p><p></p><p>Sorry to say that this is yet another place where you are bringing in older assumptions of the game. Detect Magic tells you that something nearby is magical. </p><p></p><p>Then as an action you can get any magical item you can see to visible glow, and learn the school of magic it belongs to, if any exist. So, at best you could learn that the rod has Evocation magic on it. Does it deal necrotic damage? Does it deal fire damage? Does it heal you? Detect magic doesn't tell you, and it also doesn't tell you how strong the item is. And for a lot of magical items, the best you are going to get is "this item is magical" and that's it. </p><p></p><p></p><p></p><p></p><p></p><p></p><p>This is what I have been saying. I've been told that I am wrong and am just not understanding the rules correctly or presenting the proper challenges to my players.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8379551, member: 6801228"] No, I do not enjoy Roguelikes. I would also say that there is a comparison to Roguelikes that highlights why I think they are a bad fit for an RPG style game. The few Roguelikes I have tried, and the majority I have heard people talk about have little to no story. In fact, a plot would almost ruin the point of a game. I play games like DnD for the story. And so, I find Roguelike elements completely at odds with that. The characters also don't know that they have a numerical Intelligence score, do you think that we should hide all ability scores from the player's too? Just because the character doesn't know the numbers exist, doesn't mean the players shouldn't. But I don't care about the loot or the XP. I didn't sit down at the table to make my imaginary numbers bigger. I can play an idle game and make quindeciliion golds doing that instead. I sat down to have fun, and being hyper paranoid and having to run the proper checklist and pray that I don't misstep into a death trap isn't fun. Choosing to sit down and play a game of DnD, and wanting to go on an adventure =/= wanting to be transported to the worst of fantasy Vietnam where we move forward inches at a time for fear of death. Your play style would only encourage me to turtle up and take fewer risks. This is probably why you have the issue with player's vehemently hating you ever saying "your character does X" and need them to confirm every single action, because something as simple as picking up a sword to examine it could be death if they pick it up by the handle instead of the blade. So you back them into the corner of stating every, tiny action, marking what treasures they missed and what traps they trigger when they aren't precise enough to say what they need to say. I actually just remembered another "hilarious" story, of the time I had a DM (I think it was a con game but I could have been wrong) who let our characters struggle for a good few minutes because I carelessly said "Okay, my character pulls open the door and looks inside" and when we couldn't figure out why the door was stuck he laughed and informed us that this was a push door and I had said I pulled it open, not that he had ever told us it was a push door, but boy, was I so silly for trying to pull open a push door. Because I guess I should have asked "does the door pull open or push open" because my character can't see that automatically and I have to ask the DM specific questions. No, I don't find that ironic. I find the idea that I might need a guidebook to give me a step by step instruction manual on how to not die just to learn what my rewards might be utterly depressing. Sorry to say that this is yet another place where you are bringing in older assumptions of the game. Detect Magic tells you that something nearby is magical. Then as an action you can get any magical item you can see to visible glow, and learn the school of magic it belongs to, if any exist. So, at best you could learn that the rod has Evocation magic on it. Does it deal necrotic damage? Does it deal fire damage? Does it heal you? Detect magic doesn't tell you, and it also doesn't tell you how strong the item is. And for a lot of magical items, the best you are going to get is "this item is magical" and that's it. This is what I have been saying. I've been told that I am wrong and am just not understanding the rules correctly or presenting the proper challenges to my players. [/QUOTE]
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