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D&D 5E [+]Exploration Falls Short For Many Groups, Let’s Talk About It

payn

He'll flip ya...Flip ya for real...
I want to call this out because in far too many pre-published exploration encounters, the idea “taking damage keeps a feeling of tension and consequences high” is assumed even in cases where it doesn’t apply.

Generally speaking, in exploration encounters in overland travel, there just simply aren’t enough encounters that taking damage has any impact on the tension of the adventure.

“The rope bridge snaps under your weight, dumping you 50’ into the ravine, you take 5d6 bludgeoning damage”
“Ok, we take a short rest and I spend 3 HD. Anything else happen today?”

Even in a dungeon context, exploration encounters that cost hit points (often traps) only create tension if the resource expended is non-trivial, and recovery of the resource is non-trivial.


Spending class resources isn’t enough. Goodberry to avoid foraging is spending a class resource, but as early as 5th level, it’s not a resource that you will miss.
I think thats why if i'm going to bother with any of this, its because there is something on the line. You plunge, take the 5D6 damage, use 3HD, and lose 3 hours. If you are trying to get to someone/thing, or get away from someone/thing, suddenly its not a napping matter.
 

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TheSword

Legend
I’d like to see language used more in exploration. Usually language is an afterthought or Easter egg in most campaigns. However I’d like to see clues and world building using language. Whether it be passages that need translating, language that explains more about the society, or tools for deciphering and understanding languages. It might be Illithid Qualith, Aboleth glyphs, draconian primal alphabet or aqua sand script. I’d like to see more done with more common languages like elven and dwarven. With it actually mattering if someone can speak / translate / find a translator. The. There are Druidic signs, ranger signs and thieves cant. All could be part of exploration.

I remember one of the first AD&D products I bought. A second hand copy of the Forgotten Realms Campaign Setting box. With a dozen or so way runes that adventurers might leave for fellow travelers - ‘danger - monster lair’, or ‘safe resting place’. Loved that.
 

I think thats why if i'm going to bother with any of this, its because there is something on the line. You plunge, take the 5D6 damage, use 3HD, and lose 3 hours. If you are trying to get to someone/thing, or get away from someone/thing, suddenly its not a napping matter.
Generally, I agree. Before using an exploration encounter, the DM needs to ask themselves : what is its purpose? Does it serve its purpose as written? and is it something the party will enjoy.

Though, it only takes 1 hour. You can use multiple HD at the end of a short rest.
 


CreamCloud0

One day, I hope to actually play DnD.
i mentioned this earlier but as part of a larger post so it didn't really go commented on at the time, but what are people's opinions on using safe haven rules to prevent long-resting in the wilderness and shift the focus of resource management to class resources rather than the encumberance of food and clean water? using skill checks or spell slots(goodberry/create water) to sustain your party as a finite dwindling resource.
 

overgeeked

B/X Known World
i mentioned this earlier but as part of a larger post so it didn't really go commented on at the time, but what are people's opinions on using safe haven rules to prevent long-resting in the wilderness and shift the focus of resource management to class resources rather than the encumberance of food and clean water? using skill checks or spell slots(goodberry/create water) to sustain your party as a finite dwindling resource.
If I run 5E again, I’ll use something like the safe haven rule to make resource management actually matter in 5E.
 

Epic Meepo

Adventurer
Regarding spells and exploration: I found spells that mitigated exploration-related risks more fun before spontaneous casting became the default method of casting spells. In systems where you have to memorize or prepare your spells in advance, exploration actually forces spellcasters to make meaningful choices. Every spell you prepare that mitigates exploration-related risks is one less spell slot you can use for a combat or healing spell while exploring. Goodberries, for example, come with a real opportunity cost when you can't just create them with your leftover spell slots at the end of the day.
 




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