D&D General Why Exploration Is the Worst Pillar

Yes because you can’t take multiple trips?

You really want the strength 8 caster, likely not trained in athletics, being the one taking multiple trips across a rickety bridge? If the bridge is significantly more than 20' long, he'll have to.

Remember if he falls, so does the disk.

There are plenty of ways to make interesting exploration encounters /challenges and take account for the magic /resources of the party.
 

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Again, purify food and drink purifies several tons of food and water. All food and drink in a 5 foot radius.

It’s not like you have to cast it every day.
5 ft. radius sphere (missing all the corners of a square is meaningful), but the spell is mainly useful when you're invited to dinner and you don't trust the host.

Btw, because I might have missed it, are we exclusively referring to exploration in a dungeon? Can we not have exploration pillar elements outside of a mega dungeon?

It seems as though most of the responses are assuming a mega dungeon.
There's wilderness up until you reach the dungeon, which has varying amounts of food and water availability.

And would you consider traveling through the underdark a megadungeon or a wilderness? What about traveling through some of the various planes the multiverse has to offer?

A lot of this has also been about a hex crawl.


I've got a perspective I've been mulling as I've been lurking this thread.

Exploration is essentially, information management as game play. At the most basic level, its about gaining information on the game space-- 'Whats on the other side of the door?' or 'Whats in that uncovered hex?' or 'Whats the king really after?' and finding out the answer is the reward for successful exploration. Some people do just enjoy working out the answers to questions, especially if they feel like it was a secret.

That reward becomes more meaningful if it can be leveraged for further rewards (such as using information about the layout of a dungeon to avoid nasty monsters, or using information from the king's journal to escape the palace via a secret passage, or learning a particular magic item is in a particular place.) This is the classic joy of seeing a locked door, finding a key, and using it to open the door, to get some reward out of it.

A puzzle is exploration when solving it involves gathering and utilizing information, a Zelda Puzzle Box Dungeon is a well known example. Social Interaction can be (and often is) exploration as well, if you're asking questions and trying to get answers. Even combat can probably be exploration if you're using combat mechanics to gather information somehow (picking a fight to expose an individual you expect is hiding something?), although usually combat is a resolution (finding the thing you need to kill being the exploration 'question') or an obstacle ('we'd love to search this room, but there's an actual elephant in it we need to deal with.')

All of these 'classic' exploration mechanics we're discussing exist to spice up exploration by making it harder to perform. Torches being time limited for instance, or wandering monsters, adds pressure that creates natural questions 'how long do we spend searching this room?' with consequences you can weigh. They aren't 'exploration' per say, but they work with the existing exploration game play of 'pose question' 'discover answer' to spice things up in the same way a monster having a cool ability spices up a fight.

The reason exploration is often seemingly ephemeral, is that we're very loose with information-- if the players have a preset goal they don't have any questions to answer about what their goal should be, if the players know where they need to go and what they need to do when they get there then they don't have any questions to answer about how to complete their objective. We often see designers add side stuff as optional to reintroduce exploration when this occurs, where if you don't pose the question and try to answer it, you'll miss out on say, loot.

So a lot of this is down to how you structure your games, an adventure with an explicit plot and goal can easily skip the information management and make itself entirely about execution thereby eliminating exploration. A game where you have a goal, but aren't sure how to achieve it can have a bit more exploration in working that out. While, a game where you have neither an explicit goal, nor know how to achieve it, has maximal exploration as your goals AND how to achieve them as subject to your ability to pose and answer questions (and then of course, be decisive about what to actually do.)

At the end of the day, the question and answer loop IS exploration, and can be summarized along with its rewards as information management.
This!


Then you've combined the Combat, Exploration, and Social Pillars. You might as well retire the campaign at that point, there's nowhere else to go.
"Creating an adventure involves blending scenes of exploration, social interaction, and combat into a unified whole... ." DMG 71


This, IMHO, is the core issue. Other games move exploration (whether at the micro and/or macro level) closer to the core experience and so the GM does not have to actively integrate optional exploration dials and knobs from the DMG or what not.
Exploration is the core experience, which combat and social interaction punctuate.
 

5th edition can't do exploration. This is really an exercise in determining how to make rules systems that are capable of it.

I'd go so far to say that exploration is not actually a pillar of 5th edition. It's something that people think should be one, but it's not a key supporting element of the system.

???

You can't explore and interact with fun and exciting environments in 5e?

My group must NOT be having a blast exploring the Astral plane and interacting with the weird, wacky and fun stuff associated with it.

Before that they clearly DIDN'T explore the Sea of Dust and have fun and interesting encounters and interactions there either.

What an odd comment.
 

Exploration is the core experience, which combat and social interaction punctuate.
I'm not sure if I agree with that assessment when talking about a game that originally came out of tactical skirmishing wargaming and that is still mostly dedicated to player-facing rules about combat.
 

I'm not sure if I agree with that assessment when talking about a game that originally came out of tactical skirmishing wargaming and that is still mostly dedicated to player-facing rules about combat.
The game is structured around uncertain outcomes. Combat is filled with uncertainty.

The Dungeon Master's Guide has 9 chapters. The majority of them are dedicated specifically to worldbuilding and exploration.

The the Player's Handbook also has 9 chapters. Roughly half are dedicated to characterization and exploration.

I don't disagree that combat stands out, but that says more about our preferences than it does about what the game offers.
 
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There seems to be a pretty wide consensus among OD&D players that combat is a secondary element though. To the point that many even express that if you are in a fight with something, then you really did a lot of thing wrong in a row, though putting it that extreme is somewhat controversial.

But this is the idea behind making the collecting of treasure the primary source of experience. Fighting monsters always gave some XP to surviving players, but most rules of thumb go that fighting should contribute some 20 to 25% of the XP players get. That's the whole reason why random encounters are used to put pressure on players to optimize their progress through dungeons, since they increase the amount of danger considerably while barely adding to the rewards.
It's also the hammer that most PCs are given to solve most of their problems.
That's on the GM. The rules system doe not put obstacles in the players' path.
 


There seems to be a pretty wide consensus among OD&D players that combat is a secondary element though. To the point that many even express that if you are in a fight with something, then you really did a lot of thing wrong in a row, though putting it that extreme is somewhat controversial.

But this is the idea behind making the collecting of treasure the primary source of experience. Fighting monsters always gave some XP to surviving players, but most rules of thumb go that fighting should contribute some 20 to 25% of the XP players get. That's the whole reason why random encounters are used to put pressure on players to optimize their progress through dungeons, since they increase the amount of danger considerably while barely adding to the rewards.
Heroism, mastery of the world and treasure is what it's all about!
🤑
 


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