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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="doctorbadwolf" data-source="post: 9258579" data-attributes="member: 6704184"><p>Kinda. Significant, but “huge” not so much. And the game changing what is challenging the party as they gain very different powers is basic game design that 5e largely ignored in 2014. </p><p></p><p></p><p>Every PC ability of any significance that can be used as an opportunity by the DM to introduce challenge in ways different from a fight on the side of a road or in a dungeon corridor, should be. That doesn’t mean you use all of the levers in every game all the time, it just means that environmental hazards should have “CR” essentially, just like monsters gain resistances and multiattack and more types of special actions and such as you gain more combat power. </p><p></p><p>No, it doesn’t. It makes high level magic inherently risky, which is good for the game in general, not just exploration. </p><p></p><p>And just like tiny hut or resting in an inn, it should provide a safe long rest most of the time. If there is always a monster in the closet, searching a closet for monsters stops being fun. That doesn’t mean you don’t design closet monsters and put them in the game. </p><p></p><p>That isn’t what was suggested, you’re pulling in assumptions from other threads. </p><p></p><p>This isn’t a martial vs casters thread.</p><p></p><p>IME it’s really not. If you want a survival heavy game, use alternate resting rules, and make the most powerful stuff in the game also have risk. </p><p></p><p></p><p></p><p>Sure, and high level spells should sometimes make the world less dangerous for youi, but that doesn’t mean the game couldn’t use some ways that those high level spells are also a risk. </p><p></p><p></p><p>So, do you have any ideas that aren’t just basically a detour into the martial vs casters arguments? </p><p></p><p>Aspects of play other than resting that can present exploration challenges at higher levels and how to challenge those aspects of play, for instance?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9258579, member: 6704184"] Kinda. Significant, but “huge” not so much. And the game changing what is challenging the party as they gain very different powers is basic game design that 5e largely ignored in 2014. Every PC ability of any significance that can be used as an opportunity by the DM to introduce challenge in ways different from a fight on the side of a road or in a dungeon corridor, should be. That doesn’t mean you use all of the levers in every game all the time, it just means that environmental hazards should have “CR” essentially, just like monsters gain resistances and multiattack and more types of special actions and such as you gain more combat power. No, it doesn’t. It makes high level magic inherently risky, which is good for the game in general, not just exploration. And just like tiny hut or resting in an inn, it should provide a safe long rest most of the time. If there is always a monster in the closet, searching a closet for monsters stops being fun. That doesn’t mean you don’t design closet monsters and put them in the game. That isn’t what was suggested, you’re pulling in assumptions from other threads. This isn’t a martial vs casters thread. IME it’s really not. If you want a survival heavy game, use alternate resting rules, and make the most powerful stuff in the game also have risk. Sure, and high level spells should sometimes make the world less dangerous for youi, but that doesn’t mean the game couldn’t use some ways that those high level spells are also a risk. So, do you have any ideas that aren’t just basically a detour into the martial vs casters arguments? Aspects of play other than resting that can present exploration challenges at higher levels and how to challenge those aspects of play, for instance? [/QUOTE]
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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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