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General Tabletop Discussion
*Dungeons & Dragons
Three pillars: what is "exploration"?
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<blockquote data-quote="Tony Vargas" data-source="post: 7163707" data-attributes="member: 996"><p>That's not just, nor evenly mainly a problem if exp. You're describing a lack of structure - there's no clear method play. You're describing a lack of meaningful choice - you're just making checks, thanks to BA anyone might pass or fail any one of them, there's little else to decide unless a spell is applicable, even then it might be a trivial-resource ritual or trivialize the challenge or both. You're describing the absence of stakes - there may be no reward for success or consequences of failure, just a need to get through or the game stalls. The potential issues are myriad, and 5e puts relatively little into it.</p><p></p><p> XP for treasure was one of the most heavily and validly criticized oddities of the early game, contributing to it's stereotypical atmosphere of paranoia & greed. 2e made it optional, and the game had shuffled diffidently toward heroic fantasy ever since. </p><p></p><p>That said, awarding exp for successfully reaching a goal via exploration (or either other pillar), whether that goal is acpuisitive or not is a reasonable, story-based approach. It may not make any more sense than treasure XP, though - that would take a learning by training & doing system, like that of BRP - but it'd support more than murder-hoboism or serial home-invasion robbery. </p><p>Granting exp for successfully overcoming challenges (or even merely facing them, since learning from failure is a thing) is also perfectly reasonable, and maybe the current system is sketchy on the exploration side, and bringing back more structured guidelines/mechanics like Skill Challenges could help.</p><p>:shrug:</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7163707, member: 996"] That's not just, nor evenly mainly a problem if exp. You're describing a lack of structure - there's no clear method play. You're describing a lack of meaningful choice - you're just making checks, thanks to BA anyone might pass or fail any one of them, there's little else to decide unless a spell is applicable, even then it might be a trivial-resource ritual or trivialize the challenge or both. You're describing the absence of stakes - there may be no reward for success or consequences of failure, just a need to get through or the game stalls. The potential issues are myriad, and 5e puts relatively little into it. XP for treasure was one of the most heavily and validly criticized oddities of the early game, contributing to it's stereotypical atmosphere of paranoia & greed. 2e made it optional, and the game had shuffled diffidently toward heroic fantasy ever since. That said, awarding exp for successfully reaching a goal via exploration (or either other pillar), whether that goal is acpuisitive or not is a reasonable, story-based approach. It may not make any more sense than treasure XP, though - that would take a learning by training & doing system, like that of BRP - but it'd support more than murder-hoboism or serial home-invasion robbery. Granting exp for successfully overcoming challenges (or even merely facing them, since learning from failure is a thing) is also perfectly reasonable, and maybe the current system is sketchy on the exploration side, and bringing back more structured guidelines/mechanics like Skill Challenges could help. :shrug: [/QUOTE]
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