I think they're really missing the boat here. Combat and exploration rules are no substitute for chase/investigation/infiltration rules. They just don't do the same thing.WotC_Rodney said:What pillars would things like chases, infiltration, and investigation fall under?
It largely depends on the context. A chase through city streets, for example, could be resolved with the combat mechanics. An overland chase—racing to catch up to a fleeing band of orcs before they reach the safety of the mountains—would work just fine using the exploration rules. For infiltration scenes, I might be tempted to use the dungeon exploration rules. For investigation, that seems like something that will make frequent use of the interaction rules, but depending on the context I could see it using exploration rules, too; when the party enters the mansion where their noble patron was murdered, you could use the dungeon exploration rules to cover their investigation of the mansion. I would do so only if the characters faced potential danger or time pressure on the investigation. Otherwise I would be tempted to allow them to explore the mansion at their own pace, using our basic mechanics for anything that would require an ability check.
For example, the combat rules can't handle an exciting urban foot chase, as Rodney suggests.
With the exploration and interaction rules described in Legends & Lore, would it be possible to play a combat-free adventure (or even campaign) of D&D?
Ultimately, what we want is for players and Dungeon Masters to feel like the additional rules for exploration and interaction enhance those portions of the game for those who want it, or stay out of the way for those who don’t.
The goal of the exploration and interaction mechanics isn’t to create new mini-games that you fire up when you enter a new scene, but rather to augment what people expect from such scenes.
A chase through city streets, for example, could be resolved with the combat mechanics.
I've been saying this for a bit now, but that line of thought just doesn't pan out rationally. They keep espousing this "per-player" idea of players choosing the rules they want.
How would you want that to work? And how do you imagine the transition between the fighting part and the chasing part?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.