Hussar
Legend
I would rather chew glass.I see playing a D&D character in a similar light as playing in a Roguelike
I would rather chew glass.I see playing a D&D character in a similar light as playing in a Roguelike
You keep referencing third pillar as if it’s wilderness play rather than exploration being everything apart from combat and roleplay. Everything…Oh good. We've moved on from Oberoni to appeals to authority. Good to see that people are so in touch with the feelings of millions of gamers they've never met or spoken to.
These discussions get a lot more productive when people just speak for themselves instead of trying to tell others how wrong they are based on what some fictional group of people apparently like or dislike. I mean, if exploration is THAT popular in the game, how come it's such a minor part of the rules and is pretty much entirely left up to freeforming?
Combat's pretty popular. And, oh look, an entire abstract system for resolving combat conflicts. Interacting with NPC's is pretty popular. Oh, look, an entire abstract system for dealing with social encounters. But, apparently, despite exploration being popular with lots and lots of people, in forty years of the game, no one has bothered coming up with systems for resolving challenges.
Funny how that goes. Almost like stuff that isn't really very popular barely appears in the game and is only really liked by a very vocal minority that figures that the rest of us should just get with the program. Reminds me of something, but, I've only got half of the idea.![]()
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Languages are part of exploration and not Social pillar? That's interesting. Reading I suppose. But, again, the point that's been made over and over and over again is that the skill system is not complex enough to be interesting to me. Plus, so many class abilities make reliance on the skill system redundant.You keep referencing third pillar as if it’s wilderness play rather than exploration being everything apart from combat and roleplay. Everything…
- The skill system
- Languages
- Tools and their proficiencies
Vision is far more combat pillar than exploration. But, again, what mechanics are you using that require any resolution with time or vision?
- Time
- Vision
Yes, you mentioned skills.
- Jumping, Falling, Swimming etc
Mostly a result of combat pillar. Almost never needed as part of exploration. Also, what resolution is needed here?
- Resting and healing
Thus a major part of the issue.
- A massive number of non-combat spells
Meh. Planar travel rarely features in D&D. I mean, good grief, we're 15 Adventure Paths in and this next one is like the first one to really lean into planar travel and most don't have any.
- Traveling other planes
Again, what, beyond the DM just describing things, is being engaged here? You keep listing this stuff, but, none of it is and actual CHALLENGE.
- Objects
- Dungeon dressings
Ok, that's a stretch. A serious stretch. In what way are the gods a part of exploration?
- The gods
Water Breathing Spell - entire party breathes water for the day. What's the challenge?
- Underwater, Cold & Hot environments
Social pillar.
- Settlements
LOL. You are going to hold up the 5e crafting rules?
- Crafting and identifying items
Really? What treasures or Boons are you rewarded as part of exploration? Who is giving you a boon that you didn't talk to? Isn't most treasure a result of combat?
- Boons
- Treasure
- Non magical rewards
Again, you're holding up 5e's stronghold rules? LOL.
- Strongholds
Virtually none of these are exploration. But, they are a very nice abstract system and I would ADORE it if the downtime mechanics could be leveraged into exploration.
- Downtime activities
Pass/fail. Snore.
- Traps
- Puzzles
Yeah, because the 5e chase rules are a thing of wonder.
- Chases
Ooo, something that gets resolved by ticking off a single 3rd level cleric spell.
- Diseases
So, to sum up, you've listed a number of things that have zero actual challenge, many things that are not actually exploration at all, and the things that you have listed that are part of exploration are either trivially easy with class abilities, or basically pass/fail random rolls.
- Wilderness exploration
The vast majority of rules in fact. Are you willing to reconsider your claim that no one has come up with rules for resolving these things? Or are you entrenched. Can you see now that what you’re referencing is only a tiny slice of what the exploration pillar actually concerns? It isn’t just keeping track of rations and deciding if you get lost.
I think D&D is more of a rougelite, when it resembles Rogue at all. In case you're unfamiliar with the term, a roguelite is similar in most respects to a roguelike, except that there's a sense of progression even if you die (although you might lose a significant amount nonetheless).By this I'm guessing you're also not a fan of Roguelike computer games, where most of the point is simply to see how far you get before you die - and you 99.9+% likely will die; actually winning the game is extremely difficult and-or takes many hours (or days, weeks, months!) of grinding and-or a lottery-ticket-crazy run of good luck. Die, and you start over from scratch; there's no save points.
I play these all the time.
I see playing a D&D character in a similar light as playing in a Roguelike - I'll run it till it drops, and see how far it gets. Then I'll roll up another (or get the first one revived; this doesn't map to a Roguelike as it kind of is a save-point) and try again.
You can attempt to poo poo these things as not to your taste but these things are exploration by dint of them being relevant outside of combat or roleplay. They have substantial rules, again they’re just not to your taste. Several of them have consequences. Falling for instance or jumping/climbing (not sure how you can say these are combat by the way when you can do them without a foe and without fighting)So, to sum up, you've listed a number of things that have zero actual challenge, many things that are not actually exploration at all, and the things that you have listed that are part of exploration are either trivially easy with class abilities, or basically pass/fail random rolls.
Be still my beating heart.
That's what I think too. Exploration might not be the "worst pillar" but it's by far the one that demands the most from the DM.Have you considered that you, like many people, may not have the skills or experience to prepare and present engaging exploration challenges for overland travel using the rules available in D&D 5e? These can be developed if you put effort into it.