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<blockquote data-quote="Manbearcat" data-source="post: 8228971" data-attributes="member: 6696971"><p>It does. Check PHB 182 and DMG 242 (Adventuring - Travel Pace and Exploration - Dungeon Travel Pace respectively); 300 ft in a minute. This is one of the very first things I checked when the game went live (to see how well the Exploration mechanics were integrated and to see if it contained integrated Wandering Monster mechanics et al).</p><p></p><p>I agree that 10 minutes is a good increment to use for Exploration, but there is no evidence that 5e's exploration mechanics were integrated around that number (which means that you would need to rebuild it around that number).</p><p></p><p>What do you think about the other things written above? Its very difficult to me to see how someone can arrive at the opinion that 5e is a well-integrated, holistically designed Dungeon Crawl game like Moldvay Basic or Torchbearer. Its missing a lot of features and its design (including unit usage and the implications of that usage) is all over the map and it leaves a lot for the GM to elide, hack, Force, or attempt to adjudicate (presumably relying upon past system experience...except, as noted above, there are a lot of incongruencies).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8228971, member: 6696971"] It does. Check PHB 182 and DMG 242 (Adventuring - Travel Pace and Exploration - Dungeon Travel Pace respectively); 300 ft in a minute. This is one of the very first things I checked when the game went live (to see how well the Exploration mechanics were integrated and to see if it contained integrated Wandering Monster mechanics et al). I agree that 10 minutes is a good increment to use for Exploration, but there is no evidence that 5e's exploration mechanics were integrated around that number (which means that you would need to rebuild it around that number). What do you think about the other things written above? Its very difficult to me to see how someone can arrive at the opinion that 5e is a well-integrated, holistically designed Dungeon Crawl game like Moldvay Basic or Torchbearer. Its missing a lot of features and its design (including unit usage and the implications of that usage) is all over the map and it leaves a lot for the GM to elide, hack, Force, or attempt to adjudicate (presumably relying upon past system experience...except, as noted above, there are a lot of incongruencies). [/QUOTE]
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