overgeeked
Open-World Sandbox
I mostly play 5E now so that's where my head is at. But similar stuff was in earlier editions, though not nearly as prevalent or cheap. Things like light, dancing lights, create water, continual light, create food and water, goodberry, Leomund's tiny hut, etc have been in the game since AD&D. Though the particulars of level and precise effect have changed over time. The big difference of course is cantrips and rituals. Making lots of things that used to cost actual resources now be infinitely castable or at worst only taking a little time but no real meaningful resources.How would you distinguish, in terms of mechanics, with players having to deal with exploration pillar stuff vs a skip button? Or is this 5e specific, where you can't create a game where torches matter when PCs have the light cantrip, for example?
Something where resources matter. Something in-between counting every arrow and things like food, shelter, water, comfortable sleep, etc are basically guaranteed at almost all times barring the DM going out of their way to prevent them. If there were a cost to rituals, that would be great. If light and dancing lights were 1st-level spells, that would be great. Increase their duration and/or provide some other benefit to compensate, of course. It's not that they're OP, it's that they make exploration boring. Same with ranger automatically finding their way and never getting lost and outlander always finding food and water. They take a lot of the fun out of exploration. Or feats like alert meaning you're never surprised. That's lame.Like, what is the desired playstyle and what is getting in the way of that?
I'm not all that interested in simulation play. It's more trouble than it's worth, to me. Having to make meaningful decisions with limited resources is more interesting to me. Picking between burning a spell slot to skip something or having to play it out and risk some loss. Letting players just skip entire sections of content without resource cost or risk is just dull.
Sure, that could work...if not for the outlander background. Even something like pulling outlander back to expertise or advantage on foraging survival checks would be good. Then a failed check means either a waste of significant resources (like several hours) or an encounter. Then change short rests to work that way. That would be a move in the right direction, sure.A couple things I can think of:
• Simulation: you can't fight/explore/think when you are hungry and tired, being in the dark is scary and you might panic, etc, so how do we sort of model this mechanically? I never really liked the concept of a short rest until I saw the way they are explained in Into the Odd, where HP is more about catching your breath and getting a drink of water so that you can do more demanding physical activity--relateable! Solution for 5e: you need to consume some food water in order to take a short rest?
Darkvision isn't a substitute for a light source. Darkvision gives you disadvantage on perception checks in darkness. So there's a little play there. But yeah, with light and dancing lights cantrips, you basically can't have darkness be an issue. Which is a real bummer. Having monsters go for the torchbearer is a fun extra to add to an encounter. Well, with rangers and outlanders, you can go an infinite distance from a settlement before worrying about starving. Add in a cleric and/or a druid and you're double covered.• Timer: especially in a dungeon, the idea is that the amount of light you have available sort of determines how long you can spend in a dark environment, and that when you start to run out of light it's a cue that you need to get out of there. Between darkvision and the light cantrip (and familliars etc), I don't see how to recreate this danger in 5e. It would need to be magical darkness or something. Better to create some other form of a timer
Same thing with exploration--how many days can you travel away from a settlement before you start to starve. Again, in 5e, probably the only way to do this is to choose a really harsh environment.