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D&D General Why Exploration Is the Worst Pillar


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mrpopstar

Sparkly Dude
I'll set aside my pathologically optimistic evangelism for a second and offer up something critical: How hard would it have been to include an illustration of the hexes overlapping as you zoom from province scale, through kingdom scale, to continent scale?
😠
 



turnip_farmer

Adventurer
Nobody reads the DMG.
Problem is that the 5e DMG is crap.

Not that it doesn't have some good content, but it's structured and organised so badly that it's easy to forget most of what is in there by the time you need it in your game design.

I've found myself inventing rules for things more than once before remembering that 5e already has rules for them, buried somewhere in that unintuitive mess of a book.
 

Fanaelialae

Legend
But this ditches all the work to make exploration interesting on the GM without offering any tools to help with the process. If you can make great stuff up out of thin air. Great for you. You can't? Sucks to be you, then.

Of course it's true, but it excuses the absence of tools no more than saying a rule isn't broken because you're free to change them if you want.
Tools to help us make thing easier is what we're paying the game makers for.
No more so than the Monster Manual ditches all the work to make combat interesting on the GM. The only edition that actually did offer solid advice for assembling encounters was 4e (where they offered various arrangements of monsters by role). The difficulty tools, like CR, have their uses of course, but won't actually help you create an interesting encounter, just a more balanced one.

Mork Borg, Numenera, and Invisible Sun all contain ideas for interesting things to encounter during exploration, which I hardly think constitutes handing off all the work to the GM.
 

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