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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="M_Natas" data-source="post: 9260123" data-attributes="member: 7025918"><p>So let's go back a step.</p><p></p><p>What kind of explorations do we have?</p><p></p><p>Structurally I think there are 3, maybe 4.</p><p></p><p>- First of all <strong>dangerous Small-Area-Exploration</strong>, aka The Dungeon-Delve.You have an area small enough that, if there wouldn't be dangerous things like monsters, traps or obstacles, you could probably explore it within 1, maybe 2 days. A megadungeon may be the exception, but even the dungeon of the mad mage is small in scale compared to even a City. Game Time is ususally measured in rounds or minutes, rarley in hours and mostly never in days. The scale is measured in 5 or 10 feet increments. </p><p></p><p>That is actually the mode of play D&D 5e RAW works best with, because it is the easiest way to incorporate the recommended 6 to 8 medium (or 3 deadly) encounters into the adventuring day. I don't think that one needs fixing. Maybe on tje coming DMG it can better explained to NewbieDMs on how to do that.</p><p></p><p>- the next one would be <strong>dangerous large-area-exploration</strong>, aka Wilderness exploration. The scale of that area is usually measured in one or six miles-increment. GameTime is usually measured in 4-hour steps or even per day.</p><p></p><p>Here 5e RAW doesn't work very well, because the mechanical balance is based in the adventure day, of 6-8 encounters per day. But in this mode of play you rarley have more than 3 encounters a day, but usually not more than 1 to 2.</p><p>The RAW rules that make this challenging, like encumbrance, food and water tracking ect.pp. are the ones that are most often ignored.</p><p></p><p>RAW Solutions would be, to press 3 deadly (or 8 medium) encounters into a day - which makes progress, the actual exploration, super slow.</p><p></p><p>Homebrew/alternative fixes would be: </p><p>1. Make encumbrance and food/Water matter and the tracking of that easy (like with the proposed supply rules).</p><p>2. Use alternative resting rules that stretch the adventuring day over several days, like my Gradual Gritty Realism Rest Rules ( <a href="https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672" target="_blank">https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672</a> ) - but interestingly, that is my post in this forum that got ignored the most ^^. It would also fix the disparity between casters and martials, just saying ...</p><p></p><p>- than we have <strong>non-dangerous small/medium-area-exploration</strong>, aka exploring a City or village or forest. In this mode of play you don't expect to challenge the party in Combat or have their lives regularly endangerd (it can be, but it is the exception). The players here are driven by the rewards of exploration. Finding the Inn or an interesting shop in the city, finding the ruins of a house in the village or something similiar. The obstacles are more of a social nature (in a city) or skillchallenge (Navigating in the forest). Time is more measured in hours, because you don't have to make sure that every "room" is safe, like you have to do in a dungeon. The scale is usually be hundreds of feet.</p><p>This is more of a downtime mode and works in 5e RAW okay. The future DMG should give newbie DMs more help to make this one interesting, but it works RAW.</p><p></p><p>- and last the <strong>non-dangerous large-area-exploration</strong>. The same scale as the dangerous large area exploration, but without the expectation of challenging the party. There can be combat/dangerous encounters, but they are more fluff and not there to challenge the party. It is more like you go to the dungeon and nothing dangerous happens on the way.</p><p>5e can do that. It is to say, this is the default mode for 5e RAW for traveling long distances.</p><p></p><p>So for this 4 modes of play, 5e doesn't really support one: The <strong>dangerous large-area-exploration</strong>, and that is the one people are I think complaining about, when they say, that 5e doesn't do exploration well.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9260123, member: 7025918"] So let's go back a step. What kind of explorations do we have? Structurally I think there are 3, maybe 4. - First of all [B]dangerous Small-Area-Exploration[/B], aka The Dungeon-Delve.You have an area small enough that, if there wouldn't be dangerous things like monsters, traps or obstacles, you could probably explore it within 1, maybe 2 days. A megadungeon may be the exception, but even the dungeon of the mad mage is small in scale compared to even a City. Game Time is ususally measured in rounds or minutes, rarley in hours and mostly never in days. The scale is measured in 5 or 10 feet increments. That is actually the mode of play D&D 5e RAW works best with, because it is the easiest way to incorporate the recommended 6 to 8 medium (or 3 deadly) encounters into the adventuring day. I don't think that one needs fixing. Maybe on tje coming DMG it can better explained to NewbieDMs on how to do that. - the next one would be [B]dangerous large-area-exploration[/B], aka Wilderness exploration. The scale of that area is usually measured in one or six miles-increment. GameTime is usually measured in 4-hour steps or even per day. Here 5e RAW doesn't work very well, because the mechanical balance is based in the adventure day, of 6-8 encounters per day. But in this mode of play you rarley have more than 3 encounters a day, but usually not more than 1 to 2. The RAW rules that make this challenging, like encumbrance, food and water tracking ect.pp. are the ones that are most often ignored. RAW Solutions would be, to press 3 deadly (or 8 medium) encounters into a day - which makes progress, the actual exploration, super slow. Homebrew/alternative fixes would be: 1. Make encumbrance and food/Water matter and the tracking of that easy (like with the proposed supply rules). 2. Use alternative resting rules that stretch the adventuring day over several days, like my Gradual Gritty Realism Rest Rules ( [URL]https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672[/URL] ) - but interestingly, that is my post in this forum that got ignored the most ^^. It would also fix the disparity between casters and martials, just saying ... - than we have [B]non-dangerous small/medium-area-exploration[/B], aka exploring a City or village or forest. In this mode of play you don't expect to challenge the party in Combat or have their lives regularly endangerd (it can be, but it is the exception). The players here are driven by the rewards of exploration. Finding the Inn or an interesting shop in the city, finding the ruins of a house in the village or something similiar. The obstacles are more of a social nature (in a city) or skillchallenge (Navigating in the forest). Time is more measured in hours, because you don't have to make sure that every "room" is safe, like you have to do in a dungeon. The scale is usually be hundreds of feet. This is more of a downtime mode and works in 5e RAW okay. The future DMG should give newbie DMs more help to make this one interesting, but it works RAW. - and last the [B]non-dangerous large-area-exploration[/B]. The same scale as the dangerous large area exploration, but without the expectation of challenging the party. There can be combat/dangerous encounters, but they are more fluff and not there to challenge the party. It is more like you go to the dungeon and nothing dangerous happens on the way. 5e can do that. It is to say, this is the default mode for 5e RAW for traveling long distances. So for this 4 modes of play, 5e doesn't really support one: The [B]dangerous large-area-exploration[/B], and that is the one people are I think complaining about, when they say, that 5e doesn't do exploration well. [/QUOTE]
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