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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: 9258605" data-attributes="member: 6704184"><p>I should note, I don’t interact much with challenge on the attrition axis in 5e, and I don’t use it to make exploration engaging. Most people I know don’t <em>find that engaging</em>, they just find it annoying. </p><p></p><p>I make travel, survival, exploration in the normal usage, engaging by presenting opportunities and consequences if you reach for those opportunities and fail. </p><p></p><p>I also find that doing the above leads to less avoidance of spending time in the wild or whatever. Teleport is for when you need to get to another city <em>right now</em> because allies you made back when you didn’t have such spells are in peril and oh hey! Just as they face a kaiju rampagng toward thier walls, I’ve learnt to transport us all across the continent instantly, once per day! </p><p></p><p>Aside: I do also think that high level casting should be weirder, riskier, more limited, and stay exactly as powerful as it is in terms of a given spell. </p><p>Like, make all spells of 6 level or higher only ever have 1 spell slot per day or make each spell slot above 5th level require a recharge roll or a roll to see how many you get back when you rest, or both.</p><p></p><p> Make the player roll to avoid Those What Walk Between when casting <em>plane shift </em>or<em> Magnificent Mansion </em>or any other spell that involves demiplanes or crossing between planes. </p><p></p><p>Employ things like the Encounter Die roll I mentioned upthread or clocks or something more to higher level spells, where you risk danger every time you use them, or every hour you spend in a foreign plane without a <strong>planar anchor</strong>, etc. </p><p></p><p>D&D magic Is epic and miraculous and weird, and removing that makes the game poorer, but making it also dangerous and hard and slow to recharge, makes the game richer.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9258605, member: 6704184"] I should note, I don’t interact much with challenge on the attrition axis in 5e, and I don’t use it to make exploration engaging. Most people I know don’t [I]find that engaging[/I], they just find it annoying. I make travel, survival, exploration in the normal usage, engaging by presenting opportunities and consequences if you reach for those opportunities and fail. I also find that doing the above leads to less avoidance of spending time in the wild or whatever. Teleport is for when you need to get to another city [I]right now[/I] because allies you made back when you didn’t have such spells are in peril and oh hey! Just as they face a kaiju rampagng toward thier walls, I’ve learnt to transport us all across the continent instantly, once per day! Aside: I do also think that high level casting should be weirder, riskier, more limited, and stay exactly as powerful as it is in terms of a given spell. Like, make all spells of 6 level or higher only ever have 1 spell slot per day or make each spell slot above 5th level require a recharge roll or a roll to see how many you get back when you rest, or both. Make the player roll to avoid Those What Walk Between when casting [I]plane shift [/I]or[I] Magnificent Mansion [/I]or any other spell that involves demiplanes or crossing between planes. Employ things like the Encounter Die roll I mentioned upthread or clocks or something more to higher level spells, where you risk danger every time you use them, or every hour you spend in a foreign plane without a [B]planar anchor[/B], etc. D&D magic Is epic and miraculous and weird, and removing that makes the game poorer, but making it also dangerous and hard and slow to recharge, makes the game richer. [/QUOTE]
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