Warbringer
Explorer
Do you remember the scene of Luke trying to levitate his X-wing .....
Do or do not. There is no try.
Couldn't resist ..
Do you remember the scene of Luke trying to levitate his X-wing .....
Ultimatecalibur said:If spells like Fly and Levitate are setup to grant a set level of auto-success (similar to Knock's DC 20 spell/DC 15 ritual) or a skill bonus (say something like Int+5 to flight/levitation checks) then you have spells/rituals granting an advantage, but not one as overwhelming as always auto-success.
Many groups (but not all) did not track food, water, arrows, spell components and other supplies because they found tracking them annoying and fiddly and that they got in the way of the fun parts of D&D. Many DM just handwaved them away in order to get to the dungeon or combat faster.People talk about how specific spells solve specific situation but imo you all forget that there is more to exploration than crossing chasms on a more basic level.
Interestingly older editions already had rules for those basic exploration challenges, but they were ignored by most people.
What I am talking about is food&water (granted, also solved by spells in previous editions and rather easy skill checks), other supplies (arrows, spell components), encumbrance, weather, fatigue, difficult terrain and exposure.
3E for example had rules for most, if not all of that. But how many people actually used them instead of ignoring them? Yet those things are what makes exploration challenging and not scaling a cliff which happens once a year at best.
And if those things are not ignored then I am ok with spells solving some of those issues automatically if there is no separation between utility and combat spells. Because then the players have to decide how many of their limited spell slots they devote to solve the problems they face during exploration and how many they safe for other things and instead use more mudane means.
I would want that those things are the primary challenges of exploration and not having a cliff or ravine every 10 miles.
Many groups (but not all) did not track food, water, arrows, spell components and other supplies because they found tracking them annoying and fiddly and that they got in the way of the fun parts of D&D. Many DM just handwaved them away in order to get to the dungeon or combat faster.
How many times a year do parties fight Ancient Red Dragons or Demon Lords? Cliff Climbs and Ravine Crossings are the exploration equivalent of those iconic encounters.
Ratio between the frequency of appearance of the problem that the spell solves and the availability of that spell is actually where that problem lies not in the lack of use of those problems. The Knock spell was problematic because of easy access to scrolls(75 to 150 gp per lock bypassed) and wands(45 to 90 gp per lock bypassed; bought in 50 use sets).
Those rules are great for an overland trek, but less useful for city, dungeon, or building exploration.The rules need to be able to cover overland, city, dungeon and room level exploration.
Which is rather perplexing.
People ignored exploration in the past but now want more exploration content?
And like ancient dragons such things only make up a tiny bit of the content of a typical campaign. But imo exploration should not follow an encounter design like combat. Exploration on its most basic level is getting from A to B and you do not know exactly where (or what) B is and how the way there looks like. The dangers you face during exploration need to be constant (see above) and not limited to an encounter with a defined start and finish.
So the wizard spending actual resources on something is worse than a thief rolling a skill check?
Just stop with the MMO design where gold is available in unlimited quantities for miscellaneous spending and you are guaranteed to get equipment upgrades and apply some basic economy where PCs cant instantly buy everything everywhere and the wizard blowing money to open locks actually becomes a strategic decision.
In all of those environments you have the same problems. How to find shelter, how to find food and water, how to carry around your possessions safely, how to deal with the locals, etc.
Ultimatecalibur said:Many groups (but not all) did not track food, water, arrows, spell components and other supplies because they found tracking them annoying and fiddly and that they got in the way of the fun parts of D&D. Many DM just handwaved them away in order to get to the dungeon or combat faster.
1e, 2e and 3e were pretty good about having rules for encumbrance, weather, fatigue, difficult terrain and exposure, but they had poor to nonexistent structure for those rules. They had rules for getting lost and storms, but no rules for relative difficulty which make using them and properly rewarding players difficult.
If we can gently abstract some of that to a level that is more focused on the fun part of the exploration (namely, the thrill of discovery and the risk of death), I think we might see a lot of people using those rules.