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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="I'm A Banana" data-source="post: 9258268" data-attributes="member: 2067"><p>The magnificent mansion is a <em>7th level spell</em>. It is not a small expenditure of resources! </p><p></p><p>I think of spells that remove exploration threats like that (like Arcane Eye, like Rope Trick, etc.) as analogous to casting <em>fireball </em>(or in the case of a bloody 7th-level slot,<em> reverse gravity </em>or<em> plane shift </em>or<em> prismatic spray</em>), or using Action Surge, or getting other 1/combat kind of abilities off. They are how you address the threat. You don't expect to be able to kill a beholder without casting a damaging spell or two. You similarly shouldn't expect to be able to explore the bloody cosmos at 14th level without spending a spell slot or two. </p><p></p><p>If a wizard wants to rest so badly that they'll spend a 7th-level slot to do it - one they didn't spend on any previous encounters - that's not a flaw. That's a sign that the party values rest <em>enough</em>. Or, maybe, that your wizard is playing pretty conservatively. </p><p></p><p></p><p></p><p>I don't think this is necessarily true. The resources you manage in a dungeon crawl in 5e are just hit points. Everyone manages HP. Because of how long rests work, I'd imagine exploration to challenge HP and HD, but this isn't substantially more than they're already managing. </p><p></p><p></p><p></p><p>Every system works perfectly with a perfect DM, yeah. But even with florid descriptions and engaged players, rolling a bunch of skill checks can feel pretty lackluster. It's like reducing a combat to a bunch of attack rolls and expecting the DM to provide the details. It'll work just fine, in a pinch (shout out if you were a Fighter in 2e, because this was basically your playstyle), but things like saving throws and area effects and movement and terrain and resource management all add to the complexity in a good way. They're desired, because combat should be interesting and more than just d20 rolls! </p><p></p><p>If you instead design your exploration like you're designing a dungeon, you are going to add nuance and variety. Traps and encounters and big reveals and impactful decisions. That's appealing complexity. If exploration is important, it should have that kind of appealing complexity.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9258268, member: 2067"] The magnificent mansion is a [I]7th level spell[/I]. It is not a small expenditure of resources! I think of spells that remove exploration threats like that (like Arcane Eye, like Rope Trick, etc.) as analogous to casting [I]fireball [/I](or in the case of a bloody 7th-level slot,[I] reverse gravity [/I]or[I] plane shift [/I]or[I] prismatic spray[/I]), or using Action Surge, or getting other 1/combat kind of abilities off. They are how you address the threat. You don't expect to be able to kill a beholder without casting a damaging spell or two. You similarly shouldn't expect to be able to explore the bloody cosmos at 14th level without spending a spell slot or two. If a wizard wants to rest so badly that they'll spend a 7th-level slot to do it - one they didn't spend on any previous encounters - that's not a flaw. That's a sign that the party values rest [I]enough[/I]. Or, maybe, that your wizard is playing pretty conservatively. I don't think this is necessarily true. The resources you manage in a dungeon crawl in 5e are just hit points. Everyone manages HP. Because of how long rests work, I'd imagine exploration to challenge HP and HD, but this isn't substantially more than they're already managing. Every system works perfectly with a perfect DM, yeah. But even with florid descriptions and engaged players, rolling a bunch of skill checks can feel pretty lackluster. It's like reducing a combat to a bunch of attack rolls and expecting the DM to provide the details. It'll work just fine, in a pinch (shout out if you were a Fighter in 2e, because this was basically your playstyle), but things like saving throws and area effects and movement and terrain and resource management all add to the complexity in a good way. They're desired, because combat should be interesting and more than just d20 rolls! If you instead design your exploration like you're designing a dungeon, you are going to add nuance and variety. Traps and encounters and big reveals and impactful decisions. That's appealing complexity. If exploration is important, it should have that kind of appealing complexity. [/QUOTE]
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