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<blockquote data-quote="Blackwarder" data-source="post: 6041492" data-attributes="member: 6688285"><p>No no no no no!</p><p></p><p>That sound just like SC... Blah.</p><p></p><p>Exploration is about the big picture, it's traversing the dungeon it's moving between two cities or trekking into the wilderness.</p><p></p><p>Your post mate, boil exploration into some kind of an encounter, now I'm all in favor of environmental encounters but these are not exploration.</p><p></p><p>While combat, social and environmental encounters are about the dice rolls (to varying extent) exploration is about the resource game, food, water, endurance, carrying capacity, light sources,movement rates etc.</p><p></p><p>It's a mode of play that should be as detailed as combat, it should get its own time keeping unit (why the hell did 3e gotten rid of turns??) it should have rules for spotting, entering or avoiding encounters, it should allow for resource attrition and some classes should be able to excell in it (I'm looking at you thieves and rangers).</p><p></p><p>And most important, players should be able to solve exploration encounters (meaning environmental encounters) by expanding resources rather than just rolling a d20.</p><p></p><p>So crossing a raging river might require one character to strip down to his lion cloth and swim to the other side with a rope (so he need to roll a swim check) tie the rope to a tree (maybe even tying several for added security) (a tie rope checks) and depends on the number of ropes or the tie rope checks resultes a balance check for each character trying to cross with penalties for encumbrance.</p><p></p><p>The players should (roughly) know in advance how many turns it would take them to cross, but other option would be trying to find a shallower place to cross (and how long that might take and would probably require some sort of a wilderness check) or maybe building a raft and using it to cross over (again using a bunch of rolls for building and stirring the raft safely to the other side without capsizing).</p><p></p><p>All of the above should cost resources; time, items, spells etc. and failure should have consequences from not being able to cross at all, losing a lot of time, being swept off by the river, losing equipment in the river, catching Hypothermia from falling into the river, to out right drowning.</p><p></p><p>I read a great article right here in ENworld about why we like rules in our RPGs, it's a great article you should read it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /><img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> but the same is true about exploration, just like in combat where we want clear rules and guidelines so we can know the consequences of our actions and how many decision points we got exploration (and diplomacy) deserve the same attention.</p><p></p><p>Warder</p></blockquote><p></p>
[QUOTE="Blackwarder, post: 6041492, member: 6688285"] No no no no no! That sound just like SC... Blah. Exploration is about the big picture, it's traversing the dungeon it's moving between two cities or trekking into the wilderness. Your post mate, boil exploration into some kind of an encounter, now I'm all in favor of environmental encounters but these are not exploration. While combat, social and environmental encounters are about the dice rolls (to varying extent) exploration is about the resource game, food, water, endurance, carrying capacity, light sources,movement rates etc. It's a mode of play that should be as detailed as combat, it should get its own time keeping unit (why the hell did 3e gotten rid of turns??) it should have rules for spotting, entering or avoiding encounters, it should allow for resource attrition and some classes should be able to excell in it (I'm looking at you thieves and rangers). And most important, players should be able to solve exploration encounters (meaning environmental encounters) by expanding resources rather than just rolling a d20. So crossing a raging river might require one character to strip down to his lion cloth and swim to the other side with a rope (so he need to roll a swim check) tie the rope to a tree (maybe even tying several for added security) (a tie rope checks) and depends on the number of ropes or the tie rope checks resultes a balance check for each character trying to cross with penalties for encumbrance. The players should (roughly) know in advance how many turns it would take them to cross, but other option would be trying to find a shallower place to cross (and how long that might take and would probably require some sort of a wilderness check) or maybe building a raft and using it to cross over (again using a bunch of rolls for building and stirring the raft safely to the other side without capsizing). All of the above should cost resources; time, items, spells etc. and failure should have consequences from not being able to cross at all, losing a lot of time, being swept off by the river, losing equipment in the river, catching Hypothermia from falling into the river, to out right drowning. I read a great article right here in ENworld about why we like rules in our RPGs, it's a great article you should read it :p:lol: but the same is true about exploration, just like in combat where we want clear rules and guidelines so we can know the consequences of our actions and how many decision points we got exploration (and diplomacy) deserve the same attention. Warder [/QUOTE]
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