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<blockquote data-quote="Telperion" data-source="post: 1293246" data-attributes="member: 15711"><p>There's been various threads here about travelling and exploration. The main issue that people seem to complain about is how easy it is to travel from point A to point B by using magic. </p><p></p><p>Unless there's some reason why the spell casters in a group can't get their spell lists refreshed once a day there doesn't seem to be any place that the party can't get to. No terrain or path seems too perilous or hard to traverse. There's just so little really to worry about when an adventuring party has the right characters. They only need to carry their various weapons, armor and some magic items they like to use. That and maybe a suitable length of rope. </p><p></p><p>The only real danger that characters seem to encounter are the various creatures, which inhabit the lands. Aside from that they can keep on walking/riding/flying/teleporting as long as they want. So, the question is: has D&D made travelling too easy? Is it a waste of time, on the DM's part, to try and impress upon the players that they are currently travelling trough perilous country all by itself without even considering its inhabitants? </p><p></p><p>To make a fairly well known example let's take Frodo and Sam, and their trip to Mount Doom. They had all sorts of problems, which could have been handled with a few skill checks and spells in an instant. Would this kind of epic adventure really be any kind of real challenge? Sure, there was the occasional fight along the way, but nothing that your average adventuring party doesn't go trought only a daily basis. </p><p></p><p>I suppose I'm really asking: how does one create the feeling of hardship and imminent threat without resorting to random encounters behind every corner and bush along the road? What makes a player afraid for his character's life in this day and age when he enters a strange land?</p></blockquote><p></p>
[QUOTE="Telperion, post: 1293246, member: 15711"] There's been various threads here about travelling and exploration. The main issue that people seem to complain about is how easy it is to travel from point A to point B by using magic. Unless there's some reason why the spell casters in a group can't get their spell lists refreshed once a day there doesn't seem to be any place that the party can't get to. No terrain or path seems too perilous or hard to traverse. There's just so little really to worry about when an adventuring party has the right characters. They only need to carry their various weapons, armor and some magic items they like to use. That and maybe a suitable length of rope. The only real danger that characters seem to encounter are the various creatures, which inhabit the lands. Aside from that they can keep on walking/riding/flying/teleporting as long as they want. So, the question is: has D&D made travelling too easy? Is it a waste of time, on the DM's part, to try and impress upon the players that they are currently travelling trough perilous country all by itself without even considering its inhabitants? To make a fairly well known example let's take Frodo and Sam, and their trip to Mount Doom. They had all sorts of problems, which could have been handled with a few skill checks and spells in an instant. Would this kind of epic adventure really be any kind of real challenge? Sure, there was the occasional fight along the way, but nothing that your average adventuring party doesn't go trought only a daily basis. I suppose I'm really asking: how does one create the feeling of hardship and imminent threat without resorting to random encounters behind every corner and bush along the road? What makes a player afraid for his character's life in this day and age when he enters a strange land? [/QUOTE]
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