Andrew Stewart 988 |
Mark Hoover wrote:Quench wrote:I should say that in my original post I was imagining a group on a dungeon crawl who needed to get through the next door to get to the next chamber. No time pressure on them. And thought locked doors are pointless time-wasters in such situations.Correct-a-mundo Qbert! At least, IMO anyway.
Four guys, one with advanced lockpick training and the proper tools, with virtually NO threat to their continued survival? This should be either handwaved or you ask for the take 10 result of lockpicking and simply announce (as you said moments earlier) either it's a simple enough lock that it opens or now it's irrevocably jammed and the door needs a good kicking in.
Take that EXACT same situation though, and add either the element of cooperative Aid Another checks using different skills or some hazard such as a monster, a re-activating trap, etc...and NOW its a party!
I had a GM years ago, before these games HAD take 10's (2e) that had us stuck in a hallway. The thing was lined with small clear crystals high above; these were joined by a copper conduit along ceiling level the length of the hallway. We'd killed a couple monsters nearby and used one as a monster mop; we were sure there were no traps. Just a darkened side passage leading to a closed portcullis and this locked door.
My character, a thief/mage gets to work on the door. No threat right? it'd take a few rounds to jimmy the lock. At first the crystals began to hum, then the light in the hall got brighter and a couple rats scurried away; our hair was standing on end. Suddenly WHAM! We're all electrocuted!
My character has been flung away from the door and needs to get back to work. However a few rounds in, the cycle started again. I got the door open just as lighting hammered the hallway again! But as we flew through the open portal we had to make saves to avoid tumbling down some stairs into a vast lower hall...filled with necrophidii!
I think Quench's post clearly demonstrate the GM was a little less focussed on "charge into combat" game style. For every delay, regardless of reason, there will be creatures moving around, in a dungeon, there would likely be patrols. Every round a group spends waiting for a lock to be picked, there is a risk of discovery, for every noise they make, a greater risk of discovery. If PC perception detects a patrol, you then use skills / spells of the hide ilk, and you need to silence the patrol before it sounds the alarm. If you have a rogue type PC you need to give them an opportunity to be heroic too, I have played way too many sessions as a pointless rogue to know.