When dungeoning recently and not having the luck to have a rogue available, my fellow player and I noticed it is quite dragging on the mood to crowbar at doors for longer periods of time, when you know it is possible for you to open them and no penalty given for failure. The topic has been discussed in the developement chat.
Noted contra arguments:
- promoting rogues
- consistency in take 20 rulings
- it serves as dungeon breaks for RP
My standing pro arguments:
- rogues should be promoted by them being fun, not by making alternative routes especially tedious
- it might be prudent to value enjoyment of our shared hobby over consistency. Enjoyment does not always mean fun, sad movies for example can be very enjoyable. Difficult, punishing games can be very enjoyable - I love them - without them always being being fun. I remain convinced, though, that mere waiting on chance to proceed is enjoyable for very few people
- it does not serve as a break for RP, as the crowbarring person has to tediously hit the crowbar quickslot and use it on the door in a set and exact pace. I did try to emote my characters frustration or how she attempts to solve each of the six, seven doors we had to pass, but I couldn't find time to type in the 6 second intervals. And while the mage of the group might find time for a potty break or whatever, the person solving the problem is stuck doing the chore. Dungeon breaks - in my opinion, should just be planned by the group. And dungeon RP should hopefully happen frequently, but by choice, not by force
Oh, and to be clear - only doors. With chest, there are apparant and important gameplay balance consequences for the use of random chance.