D&D General Why Exploration Is the Worst Pillar

Well, the immediate pivot to dismissing any ideas I might have certainly seems like a good approach to make me think this ask is going to have any good faith consideration.
I'm not pivoting to dismiss what you say, I'm communicating how I perceived your response to give you the ability to address any possible misunderstandings.
So, that seems pretty granular and allotted to resolution mechanics already, except that a lot of these interactions are to moot or mitigate other resolution mechanics. It's a mess, and GMs are left with no discussion or help on how to deal with this mismatch, which is quite granular and allotted to resolution mechanics.
This means you fall under the camp of those that "dislike how there are features or abilities that bypass these survival aspects." I did address this already and I called it a preference of play as well.

But, another thing that I see gets completely forgotten is that survival in a forest is easy. I could live off of a fairly lush forest if I can recognize a few edible plants and a clean water source. MacGyver could survive in a fairly barren desert for a relatively long time, so its not all that fantastic either.

What fantastic characters need aren't mundane survival challenges. They need fantastic challenges. Again, you don't have level 20 parties fight 4 kobolds and expect a challenge so why expect level 20 parties to starve in a regular forest.
 

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Quite a bit, IMO; in that they take what were sort of muddy not-quite-concepts and rather elegantly, if imperfectly, put them into focus.

The three-pillar concept was and remains perhaps the best design invention (or, more properly, clarification) 5e has given us. It needs work, of course, but at least now there's something to work on.
While I haven't kept up with all of this thread, thinking about what I've read has lead me to the exact opposite conclusion. The three pillars concept is of net negative value. It provides nothing, and only obfuscates and confuses.

The strength of 5e is in its move to universal resolution mechanics, and I think it would aid understanding a lot and help people plan games if they were encouraged to think of things this way, and not separate encounters into arbitrary categories.
 

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.

I think that is in part because with a lack of challenges it becomes hard to highlight the difference. We seem to have a deep struggle in this thread to even define what is and what isn't exploration and why that is. Now, you may have an answer that seems obvious to you, but others of us are seeing it from a different angle that makes your answer not seem 100% accurate.

Is describing a location important? Yes, it could even be considered the most important thing in the game, but that is because we can't do anything without describing it, and therefore description is a part of every single pillar. Which makes it difficult to imagine that's what was intended. Setting it up so one pillar is the bedrock of the other two isn't having three pillars. So, for a lot of us, we go forward with the idea that this isn't the case. That description =/= exploration.

So, I don't think it is that people think non-challenge exploration isn't "important" to a smooth running of the game, as much as they are saying that it is so integral to the game that it can't be a pillar like the other two. You can't interact with the gameworld without moving through it, so the "exploration pillar" can't default to being that, because that is such a bedrock element that you can't seperate it from any other portion of the game. Which means "exploration" must be something else, something smaller.

Indeed; I think we mught be simply disagreeing as to where that cutoff point is.

That is highly likely considering our differences in style.

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.

See, this is a weird non-starter for me. Re-rolls make sense. I'm going to switch examples to highlight this, but I'll try and bring it back to exploration.

If I try to break down a door, and I fail in real life, then I can always try again. I can try again in the exact same manner, and there is a god chance that, given enough repeats, the door will wear down. However, by not allowing re-rolls it feels like I get a single chance to break it down, and if I fail it becomes an impenetrable force construct, locked into reality and immovable. You can say "you put in your best effort" but I know that isn't true, because I know my best effort would break down the door.

It ends up feeling like the DC changes. As though it goes from whatever value to infinite after a single attempt, which is very jarring to my verisimilitude. And going back over a paper or a book or a searched room and finding something that you missed before happens all the time in real life. It makes sense.

Now, I get why you don't like re-rolls, because what they mean is that given a non-threatening environment, the players will always eventually succeed. And I think that is why I prefer sometimes to take a roll that failed, and say that instead it succeeded, it just took longer. It is the idea of failing forward, but I think I want to evolve that concept a bit. Not right now, but ideas are percolating as I'm writing.

What if failing a roll, not catastrophically, but just by a bit is the driver of that Doom Pool idea?


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.

I struggle with the exact cut-off point, but looking at Xanathar's tool rules and everything else, I think I lean far more to the Eberron Model. By level 1 you are already highly trained, and by level 3 you are exceptional.

However, I also tend to make a lot of other people exceptional too. Your blacksmith PC is as good as any highly-trained blacksmith, but the City Watch in the Capital are all likely level 3 fighters, because they are just that good. IT causes issues, the game isn't set up well for how we balance the power of PCs/NPCs/and monsters in the world, but there has to be a middle ground.

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.

Fair, but a lot of police work doesn't involve tech too.

Advantage and, on average, +15? I thought 5e's bounded accuracy was supposed to eliminate that sort of thing! :)

shrug I have never had a party not roll with advantage. They always use the help action on every check they can. And a lot of abilities exist to boost skills, and they all tend to stack.

Which makes it difficult to find appropriate challenges. I think 5e does better, but it isn't perfect.
 

Meh, you passed by several villages where there was nothing of note, nothing to do with the adventure, and stopping at any of them will not, in any way, advance the game.
Then those villages have no reason to exist, especially in your descriptions.

If I make an adventure, I'm not putting false interactables in the game. That's like having the players pass through a bunch of levers that do nothing and act surprised when the players wonder why they couldn't pull at least one.

Plus, if those villages exist, they might want to visit them to search for supplies on the way or ask villagers more information.

You're the DM, you don't get to decide what your players want to do.
 

Quite a bit, IMO; in that they take what were sort of muddy not-quite-concepts and rather elegantly, if imperfectly, put them into focus.

The three-pillar concept was and remains perhaps the best design invention (or, more properly, clarification) 5e has given us. It needs work, of course, but at least now there's something to work on.
IMHO, the three-pillar concept feels like a massive step back in design and clarification that doesn't particularly elucidate its subject matter at all. If anything, it muddies the relevant game concepts even more than they already were. It mostly claims these pillars exists and then calls it a day.
 


Now, I get why you don't like re-rolls, because what they mean is that given a non-threatening environment, the players will always eventually succeed. And I think that is why I prefer sometimes to take a roll that failed, and say that instead it succeeded, it just took longer. It is the idea of failing forward, but I think I want to evolve that concept a bit. Not right now, but ideas are percolating as I'm writing.
My rule-of-thumb for these kind of 'why can't we try again?' rolls:

When seconds count, like it you're in initiative order for example, you roll. If you fail, you bash harmlessly against the door, waste your turn, and can try again next time.

When minutes or hours count, you roll and, depending on how much you fail by I'll decide how long it takes to succeed. I'd probably present this as a choice (it's going to take you ten minutes to batter through. Do you keep at it or try something else?)

If time is irrelevant, then so is the roll. Just tell them they succeed after an unspecified amount of time
 

I just raise the value a bit to about 10gp. A backpack is the adventurer's equivalent of a spell component pouch.
Speaking of things that reduce the challenge of exploration challenges…small watertight leather pouches that have room for all material components that you no longer need to track. 😀
 

What fantastic characters need aren't mundane survival challenges. They need fantastic challenges. Again, you don't have level 20 parties fight 4 kobolds and expect a challenge so why expect level 20 parties to starve in a regular forest.
Isn’t @Hussar and @Chaosmancer point that level 1 druids and rangers have access to goodberry, level 3 clerics and druids have access to create food and water, and level 5 wizards access to Leomund’s (the wizards without using a spell slot)?

So, it seems that “mundane” survival challenges aren’t really a challenge for characters beginning at level 5.
 

I think that is in part because with a lack of challenges it becomes hard to highlight the difference. We seem to have a deep struggle in this thread to even define what is and what isn't exploration and why that is. Now, you may have an answer that seems obvious to you, but others of us are seeing it from a different angle that makes your answer not seem 100% accurate.

Is describing a location important? Yes, it could even be considered the most important thing in the game, but that is because we can't do anything without describing it, and therefore description is a part of every single pillar. Which makes it difficult to imagine that's what was intended. Setting it up so one pillar is the bedrock of the other two isn't having three pillars. So, for a lot of us, we go forward with the idea that this isn't the case. That description =/= exploration.

So, I don't think it is that people think non-challenge exploration isn't "important" to a smooth running of the game, as much as they are saying that it is so integral to the game that it can't be a pillar like the other two. You can't interact with the gameworld without moving through it, so the "exploration pillar" can't default to being that, because that is such a bedrock element that you can't seperate it from any other portion of the game. Which means "exploration" must be something else, something smaller.



That is highly likely considering our differences in style.



See, this is a weird non-starter for me. Re-rolls make sense. I'm going to switch examples to highlight this, but I'll try and bring it back to exploration.

If I try to break down a door, and I fail in real life, then I can always try again. I can try again in the exact same manner, and there is a god chance that, given enough repeats, the door will wear down. However, by not allowing re-rolls it feels like I get a single chance to break it down, and if I fail it becomes an impenetrable force construct, locked into reality and immovable. You can say "you put in your best effort" but I know that isn't true, because I know my best effort would break down the door.

It ends up feeling like the DC changes. As though it goes from whatever value to infinite after a single attempt, which is very jarring to my verisimilitude. And going back over a paper or a book or a searched room and finding something that you missed before happens all the time in real life. It makes sense.

Now, I get why you don't like re-rolls, because what they mean is that given a non-threatening environment, the players will always eventually succeed. And I think that is why I prefer sometimes to take a roll that failed, and say that instead it succeeded, it just took longer. It is the idea of failing forward, but I think I want to evolve that concept a bit. Not right now, but ideas are percolating as I'm writing.

What if failing a roll, not catastrophically, but just by a bit is the driver of that Doom Pool idea?




I struggle with the exact cut-off point, but looking at Xanathar's tool rules and everything else, I think I lean far more to the Eberron Model. By level 1 you are already highly trained, and by level 3 you are exceptional.
Agree. In the MM, a typical guard is slightly weaker than a 1st level PC (though individual guards may be stronger). This tells me that in 5e, 1st level PCs have above average training.

In PF2, the typical guard is a challenge for a level 3 party. This tells me that in PF2, 1st level PCs are basically just out of their apprenticeship.
 

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