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<blockquote data-quote="GnomeWorks" data-source="post: 6041852" data-attributes="member: 162"><p>It's a great baseline, but it's not enough.</p><p></p><p>If you want exploration to be equal to combat, then it has to have the same kind of mechanical framework combat has. It's not enough to have it be "X successes before Y failures," there have to be interesting mechanical decisions for the exploration-focused player to make.</p><p></p><p>In my mind, there should be some kind of resource analogous to hit points that exploration deals with - obviously not the exact same thing, but something similar. So instead of being able to make Climb checks willy-nilly, that would consume an exploration resource of some sort, with failure resulting in resource expenditure without any sort of forward progress.</p><p></p><p>This would kind of keep the SC's style of "X wins before Y fails," but more granulation, and has a more defined baseline for what happens when you fail - you're out of your exploration resource, and now you just can't deal with that exploration challenge at the moment. It also opens up more options for the explorer-types: maybe they are more efficient when it comes to exploration, able to have more "points," can recover them faster, or expend fewer when doing exploration-y type things.</p><p></p><p>Replenishing that resource should, arguably, be easier than healing hit points. Things like resting for the night, or even taking a lunch break, should replenish these "exploring points." It should be easier so as to reflect the fact that it's easier to catch your breath and such than it is to recover from getting stabbed in the leg by a goblin.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 6041852, member: 162"] It's a great baseline, but it's not enough. If you want exploration to be equal to combat, then it has to have the same kind of mechanical framework combat has. It's not enough to have it be "X successes before Y failures," there have to be interesting mechanical decisions for the exploration-focused player to make. In my mind, there should be some kind of resource analogous to hit points that exploration deals with - obviously not the exact same thing, but something similar. So instead of being able to make Climb checks willy-nilly, that would consume an exploration resource of some sort, with failure resulting in resource expenditure without any sort of forward progress. This would kind of keep the SC's style of "X wins before Y fails," but more granulation, and has a more defined baseline for what happens when you fail - you're out of your exploration resource, and now you just can't deal with that exploration challenge at the moment. It also opens up more options for the explorer-types: maybe they are more efficient when it comes to exploration, able to have more "points," can recover them faster, or expend fewer when doing exploration-y type things. Replenishing that resource should, arguably, be easier than healing hit points. Things like resting for the night, or even taking a lunch break, should replenish these "exploring points." It should be easier so as to reflect the fact that it's easier to catch your breath and such than it is to recover from getting stabbed in the leg by a goblin. [/QUOTE]
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