The reason Hussar is focusing only on challenges, and I think he is right to do so, is because that is the part of the discussion that matters most for the issues in the exploration pillar, and too many people are trying to have too broad of a view of “exploration” to be useful.
Is describing the majesty of Mount Crumpet part of exploration? Whether it is or isn’t, it would never be covered by the rules and it would be impossible to engage with. Describing a howling blizzard is easy, but when we describe it, set it up so that the players feel that going out tonight would be dangerous, but they do it anyways… we find that it isn’t dangerous. Per the rules as they are written, if they went out in winter clothes (a bare minimum that they should have) then traveling through a blizzard is just as challenging as traveling through a foggy morning by the coast.
And so, yes, there are non-challenges, and they can be important, but they are also things that are generally outside of the rules. And if there were strong ways to make challenges in Exploration without gutting the rules, it wouldn’t even be a question. But there aren’t, and since talking about “exploration in general” is getting confusing, then we need to focus in on the issue people are having. Which is explicitly exploration challenges.
Fair enough; and I agree that exploration challenges can be hard to manufacture given all the out-clauses 5e gives its characters. It's a problem that long predates 5e, though 5e certainly hasn't done anything to solve it.
What I'm seeing, though, is a repeated sentiment that amounts to "Because exploration has few or no challenges and-or doesn't engage with many game mechanics, it isn't important to game play". I very much disagree that lack of challenge in a game element makes that element unimportant or irrelevant.
Example: the PCs chatting with each other around the campfire. No challenge anywhere and nary a game mechanic in sight yet this type of Social-pillar stuff is often absolutely vital for character development, and in some cases for player engagement.
Well, to some extent the same goes for non-challenge freeform exploration: it's a useful means of immersion into the setting for all, and for some it provides a higher degree of engagement.
But there also gets to be a point where the risks are nil and the chances of failure so low, that I don’t see the point in making failure a possibility.
Indeed; I think we mught be simply disagreeing as to where that cutoff point is.
There have been times when my DM has the party split, and one group has to wait three hours in the guild hall to get a license or whatever, and my character is searching the victim’s home for clues. I’ll just tell the DM “I spend two hours searching every part of the room”
Where I'll play it out; it's a known fact of life here that there'll be times when some of the PCs (and thus players) won't be involved for a while, which if nothing else gives those not-involved players a chance to grab a beer or get some non-game chat out of their systems. (usually for something like this, were I the DM I'd take you into another room and sort out your PC's searching efforts in a bit more detail)
Is there a chance I missed something? Theoritically yes, but practically if searching a room takes 10 minutes, I could roll six times and take the best result, and we all know the odds that are incredibly low. And I know, you don’t like it that people don’t have to state every single place they look, in detail, but why take that table time for something that we both know I can do? Unless you are expecting me to mess up and forget something IRL, and I’m just not interested in having to constantly prove myself to get the clues. To me, it is just tedium.
Ah, but the way I see it is that if searching the room takes 10 minutes then after that 10 minutes you'll get a roll to see how well your searching went, and that's that. Spending another 10 minutes - or another two hours - simply isn't going to help unless you materially change something you're doing; as your initial roll has already determined the results of your best effort. (re-rolling is a non-starter for me)
But a material change in approach means you're in effect starting over. For example, if your initial search was done discreetly so as to not leave signs of your presence and came up dry, changing tack to "Screw it, I don't care if they know I was here" and trying again would get another roll.
And on the front of realism, what you just described is literally how they train law enforcement. Per 5e (and I know, the changes between editions) if you are proficient in a skill, you are considered good enough at it to have a job doing that skill. So, if you have someone trained in Investigation, they are just as good as law enforcement. Expertise might be the level needed to be playing in the spy-counterspy level. If you sent 100 spies trained in counter-espionage into a room where you hid something, even really well, and gave them all day to find it do you honestly think the majority of them wouldn’t?
This points to a difference in how we perceive characters in general, perhaps.
I tend to see adventurers as ordinary people who have become good at a few things but - far more importantly - are willing to take risks and endure hardships that others are not.
And sure, someone trained in investigation might be as good as real-world law enforcement; but without all the modern tech (or magic, in a game world) that might not be saying very much.
You hid it in the floor? One of the things I’m doing is tapping, checking and running my hands along the entire floor, because people always hide something in the floor. Then I do it to the walls. Then I do it to the ceiling, then I door it to the door, and the wardrobe, and on and on and on.
Additionally, the more important you make the single roll, the more resources they will stack into that roll. They might fail a DC 20 when they have a +7 mod, but if they have +7, advantage, a +1d8 and a +1d4 the chances drop precipitously, and of course they are going to then do that for every single roll.
Advantage and, on average, +15? I thought 5e's bounded accuracy was supposed to eliminate that sort of thing!
