D&D General Hot Take: Dungeon Exploration Requires Light Rules To Be Fun

My experience with dungeon delving in D&D boils down to surprise at the extent to which 5E wants as little as possible to do with it.

Since folks brought up 1E/2E, to me the biggest functional difference in earlier editions isn't simplicity; it's the absence of rituals. For example, if you're a 1st level spellcaster you have one (1) spell slot, and it's an old joke of mine that the newbie picks magic missile whereas the veteran prepares something like comprehend languages. Why? Because the wizard actually has the same THAC0 as the fighter at 1st level, and a single magic missile isn't likely to take anything down, whereas no one being able to read a warning scrawled in blood could get the entire group wiped out. Whatever you think of the early dungeoneering rules or how "optional" they were, the big thing was, the dungeon was something you had to reckon with.

The sheer deadliness of early dungeons forced spellcasters to give up some combat spells, and this was loudly decried as "not fun". So rituals were invented as a way to cast utility spells without expending slots. Thing is, these "utility" spells were no jokes! Comprehend languages, detect magic, detect poison and disease, identify, Leomund's tiny hut, purify food and drink, water breathing. . . they (used to) consume slots for a reason; these are all extremely potent "make dungeon problem go away" spells. So yay, rituals freed up all the spell slots for yummy damage-dealers, but the cost was a complete loss of challenge outside combat. And what's a game without challenge?

Today, all the prior emotional and mechanical investment in the "dungeon" part of Dungeons & Dragons (heh) has been reduced to tedium. D&D mechanics outside combat are actually relatively "lite"; they're simple, forgiving, and vague. The reason they're considered "crunchy" is they're almost entirely meaningless. Why bother tracking rations and water when you could eat carrion with purify food and drink? Why pick and choose languages during character creation when comprehend languages is a ritual? Why purchase lanterns or torches when light is now a cantrip (and everyone has darkvision anyway)? Why even make a ranger when locate animals or plants, divination, and even commune are all rituals? Because you might like the combat abilities. You're not going to be tracking anything when the spellcaster can do it perfectly, and for free.

Light or crunchy, D&D's rules wrt dungeon delving are mostly a waste of time. This goes all the way back to what @Ringtail said: It's not the complexity (or lack thereof); it's the focus. In modern d20 systems, dungeon delving is really just boring setpiece to chain fights together. I'm not judging; that's how the games are structured. If you want a dungeon delving experience, they're the wrong games for it.
 
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AD&D is rules light when compared to WotC era D&D. PCs have limited capabilities, the rules are straight forward, and while it relies on charts a lot, those charts aren't complex.
I am not sure I consider 1e less rules heavy than 5e… sure, the characters got more capable and complex, but the game rules themselves?
 

I am not sure I consider 1e less rules heavy than 5e… sure, the characters got more capable and complex, but the game rules themselves?
What AD&D game rules do you consider "heavy"?

ETA: i consider most of the "weight" in 5E in particular to be in moving parts. Rules wise it is certainly lighter than 3.x and 4E.
 



By that measure, I doubt we get much agreement on what constitutes rules-light in a TTRPG without describing the actual mechanic. There's also what do you want to do with a rules-light game - I can play a one shot game using a Jenga tower. I wouldn't want to play a campaign using that as a mechanic, for instance.
I tend to have the following rules of thumb for rules light:
  • Never need to crack open the books during play even in the first sesion
  • A full character can either be scrawled by a player with poor handwriting as on one side of an an index card or printed with all practical options available at chargen on one side of A4
  • Core rules fit on two sides of A4 in a clear and readable format.
  • Math an average six year old can do; never add more than three numbers, never add two two digit numbers, and never subtract, multiply, or divide
It's tight but a whole lot of one shots hit the mark. As for that matter do many Fate and Cortex Plus games and Blades in the Dark. Most PbtA games just miss (requiring about two sides of A4 and three or four sides for the rules).

And you are right that a lot of (but not all) rules light games are for one shots.
 


That you can choose not to use them doesn’t mean they don’t contribute to its “rules weight.”
I disagree with this. I think you measure the "weight" of the game by the core components that aren't presented as optional.

(For the record, I agree that all game rules are, in reality, optional if you are brave enough, but I am talking about what the game tells you is core versus optional.)
 


The sheer deadliness of early dungeons forced spellcasters to give up some combat spells, and this was loudly decried as "not fun". So rituals were invented as a way to cast utility spells without expending slots. Thing is, these "utility" spells were no jokes! Comprehend languages, detect magic, detect poison and disease, identify, Leomund's tiny hut, purify food and drink, water breathing. . . these are all extremely potent "make dungeon problems go away" spells. So yay, rituals freed up all the spell slots for yummy damage-dealers, but the cost was a complete loss of challenge outside combat. And what's a game without challenge?
I agree there are certainly times in 5e where I think "wow, we just made identifying the magic items in the game really inconsequential." I'm not totally cool with the way ritual spells work either, but I just shift focus to where 5e wants me to focus as a DM or player, and that's on making combat and interactions exciting. It's not where I'm going for resource management, and even though it still has those aspects, I don't think they do them as well for reasons like you mention. That said, you can have a perfectly fine and fun dungeon exploring experience...it's just not the old school dungeon exploring experience.

What it comes down to is I appreciate games that tell me up front what they are and what they are not. Like MCDM's Draw Steel is going to be a tactical combat fantasy game. It's very up front about the fact that it wants the players to be heroes from the get go. That tells me that if I want to play a dungeon crawling game, I'm not using Draw Steel. If I want to run something like Bloodstone Pass where the PCs are doing truly epic stuff, I'd probably give Draw Steel a look.
 

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