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D&D General Why Exploration Is the Worst Pillar

Vaalingrade

Legend
I feel like the main issue with exploration is that there's no real reward on the player's part unless they like 'challenge' in the form of resource management.

Most of the pillar is stuff that appeals to a certain kind of DM that hasn't really changed in 30 years: resource management, harsh penalties, and random encounters; stuff that isn't as beloved in modern playstyles.

It honestly needs an update with more things to do, more reward types things, interesting location ideas, maybe something like special materials to seek out.
 

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Asisreo

Patron Badass
I feel like the main issue with exploration is that there's no real reward on the player's part unless they like 'challenge' in the form of resource management.
That's the same for combat, really. Especially using milestones.

Its up to the DM to implement rewards for the player. There really should be secret areas and locations that require environmental interactions to get these rewards.

Not all consequences are purely negative. Sometimes, the return to neutral is the consequence but the promise of a positive can be the reward.
 

iserith

Magic Wordsmith
I feel like the main issue with exploration is that there's no real reward on the player's part unless they like 'challenge' in the form of resource management.

Most of the pillar is stuff that appeals to a certain kind of DM that hasn't really changed in 30 years: resource management, harsh penalties, and random encounters; stuff that isn't as beloved in modern playstyles.

It honestly needs an update with more things to do, more reward types things, interesting location ideas, maybe something like special materials to seek out.
The DM has tools for this already, specifically, by awarding XP for non-combat challenges (DMG pg. 261) and via milestones (same page, but not to be confused with "story-based advancement" which is what many people mean when they say "milestone").

In most of my games, combat and social interaction challenges grant XP and exploration challenges grant resources and treasure. So my players know that if they want to find gold and magic items, for example, they better poke around for it. It won't just be on the corpses of their enemies.

Hexcrawls capture a lot of what you say you would like to see more of and this is also noted in the DMG. While exploring the map, you can find interesting locations, for instance, and the Activities While Traveling rules include foraging as an option which could be used to find special materials (at the risk of being automatically surprised by lurking monsters). Add non-combat XP and milestones (e.g. "Find the mouth of the River Argh before the orcs do...") and watch the players get after it!
 


mrpopstar

Sparkly Dude
That pretty much sounds like the Activities While Traveling rules from the D&D 5e PHB and DMG with progress combined with a setback from the Ability Check rules or possibly other flourishes from DMG 242. Plus the rules for triggering random encounters from DMG 85. The single Stealth check for the scout looks like an outlier in terms of 5e rules in my view. I think in 5e that's probably a group Stealth check if trying to determine something other than surprise (and individual Stealth checks if determining surprise). The lookout's Perception check is also replaced by passive Perception for anyone not navigating, tracking, foraging, mapping, or doing anything equally as distracting (per the DM).
The DM has tools for this already, specifically, by awarding XP for non-combat challenges (DMG pg. 261) and via milestones (same page, but not to be confused with "story-based advancement" which is what many people mean when they say "milestone").

In most of my games, combat and social interaction challenges grant XP and exploration challenges grant resources and treasure. So my players know that if they want to find gold and magic items, for example, they better poke around for it. It won't just be on the corpses of their enemies.

Hexcrawls capture a lot of what you say you would like to see more of and this is also noted in the DMG. While exploring the map, you can find interesting locations, for instance, and the Activities While Traveling rules include foraging as an option which could be used to find special materials (at the risk of being automatically surprised by lurking monsters). Add non-combat XP and milestones (e.g. "Find the mouth of the River Argh before the orcs do...") and watch the players get after it!
🙌
 

A year or so ago I played the 5e version of Tomb of Annihilation and hex crawling through the jungles of Chult doing side treks was honestly one of the most enjoyable aspects of the game.

Our DM painted the map in scratch off paint so every time we moved we had a bit of fun, it was like having the worlds biggest scratch card in front of you. The prize? Staying alive.🤣
Now I want to know where you can get scratch off paint!
 





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