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D&D 5E 4-Element monks are the only monk archetype that excels against flying enemies

While I agree with you, how many of your players have chosen the Outlander background to basically solve half of the problem with exploration?
None. And I run exploration every adventure. But let's say that they took it, my exploration isn't survival.

I don't really want players to have to track rations and water because it doesn't seem anymore fun than having them track carrying capacity except I threaten them with death if they don't. I'd honestly be happy with an outlander, so we could get to the meat of my exploration.

That is: my encounters, my treasures, my hazards, and my interesting vistas. And don't worry, when I say interesting vista, I don't just mean flavor text. I mean somewhere like a narrow cliffside where the have to shimmy across or a wild magic field. I also branch off multiple paths in almost complete wilderness locations. Some are the wrong way, some are the right way, and some are the even more right way disguised as the wrong way.

Exploration is more than skill challenges. They are gathering information, gaining power, discovering new things, and making meaningful choices. Getting lost isn't a choice. Starving isn't a choice. Checking out the ancient ruins with the collapsed stones by your free will, not the DM's, is exploring and you should be rewarded for it (this is how I control the magic item distribution.) Stumbling into a goblin den because you followed the river which was the quick way instead of the path which was the way the local farmer recommended is exploration. Using a feature like Ranger's natural explorer to gain expertise on survival to find a safe location to ford the river or having to cast a spell or risk time trying to get around the river is exploration.

Not picking berries.

Sorry if that came off weird. I'm a bit passionate when it comes to making my exploration as satisfying, or even more, than combat and social pillars.
 

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None. And I run exploration every adventure. But let's say that they took it, my exploration isn't survival.

I don't really want players to have to track rations and water because it doesn't seem anymore fun than having them track carrying capacity except I threaten them with death if they don't. I'd honestly be happy with an outlander, so we could get to the meat of my exploration.

That is: my encounters, my treasures, my hazards, and my interesting vistas. And don't worry, when I say interesting vista, I don't just mean flavor text. I mean somewhere like a narrow cliffside where the have to shimmy across or a wild magic field. I also branch off multiple paths in almost complete wilderness locations. Some are the wrong way, some are the right way, and some are the even more right way disguised as the wrong way.

Exploration is more than skill challenges. They are gathering information, gaining power, discovering new things, and making meaningful choices. Getting lost isn't a choice. Starving isn't a choice. Checking out the ancient ruins with the collapsed stones by your free will, not the DM's, is exploring and you should be rewarded for it (this is how I control the magic item distribution.) Stumbling into a goblin den because you followed the river which was the quick way instead of the path which was the way the local farmer recommended is exploration. Using a feature like Ranger's natural explorer to gain expertise on survival to find a safe location to ford the river or having to cast a spell or risk time trying to get around the river is exploration.

Not picking berries.

Sorry if that came off weird. I'm a bit passionate when it comes to making my exploration as satisfying, or even more, than combat and social pillars.
Well damn, that's pretty sweet, although I do wonder how the ranger specifically fits into it.

Given how much thought you put into it though, I imagine you have thought about how they can already.
 

Uh...no?

Would a lightsaber (or a bazooka, or...pick your weapon) trivialize your encounters? If so, do you need to work on your encounter design? Probably not, because (wait for it...) you know the players won’t have lightsabers and bazookas.

Amirite?

Players have lightsabers and bazookas in DnD at level 5. Considering this is about the same time they're fighting whole clans of things like Giants with axes the size of pickups, I really dont see how flight is an issue.
 

Players have lightsabers and bazookas in DnD at level 5. Considering this is about the same time they're fighting whole clans of things like Giants with axes the size of pickups, I really dont see how flight is an issue.
What? Uh, no they don't. Maybe the wizard can make magical explosions and the cleric can summon weapons of their wish but a fighter with a lightsaber (I'm guessing sunblade?) Is alot different than a hexlock using their hex weapon. We're talking magic items. And magic items that is up to the DM's discretion.
 

What? Uh, no they don't. Maybe the wizard can make magical explosions and the cleric can summon weapons of their wish but a fighter with a lightsaber (I'm guessing sunblade?) Is alot different than a hexlock using their hex weapon. We're talking magic items. And magic items that is up to the DM's discretion.

Fireball isn't a bazooka enough for you?
 


Bazookas can't be counterspelled.

So like, you DM D&D right?

How many times, in 5E, have you actually, honestly counterspelled a PC's spell, given that very few monsters have it, and the only people who reliably do are relatively level 5+ enemy Wizards/Sorcerers and similar things like Liches.
 

So like, you DM D&D right?

How many times, in 5E, have you actually, honestly counterspelled a PC's spell, given that very few monsters have it, and the only people who reliably do are relatively level 5+ enemy Wizards/Sorcerers and similar things like Liches.
My anecodtal observation is anecdotal, of course, but two of my games are at levels 10+, and counterspell comes up all the time. This is partly setting design, of course (the games are in Ravnica and Eberron, respectively, and spellcasters are common), but the utility of effects that can't be counterspelled has already been noticed by the players. We've already had situations of counterspelling counterspells.
 

My anecodtal observation is anecdotal, of course, but two of my games are at levels 10+, and counterspell comes up all the time. This is partly setting design, of course (the games are in Ravnica and Eberron, respectively, and spellcasters are common), but the utility of effects that can't be counterspelled has already been noticed by the players. We've already had situations of counterspelling counterspells.

Yeah, same.
 

Yeah, my bazookas and lightsabers comment seems to have taken on a life of its own.

All I was saying is that if you know the players don't have something, it's not poor design if your encounters would be trivialized by that something.
 

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