Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Exploration Rules You'd Like To See
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Primitive Screwhead" data-source="post: 6043925" data-attributes="member: 20805"><p>I think people ignored exploration because it wasn't supported by solid, easy/fun rules. Next should address exploration and try to return the challenge of exploration without turning the game into something bland and boring....</p><p></p><p>Exploration should be less about dice rolls and more about meaningful choices. For example, the group needs to travel from Sharn to visit the temple of the Silver Flame. They can:</p><p>- Travel by Lightning Rail, which costs money but is fast and protected by the House</p><p>- Travel with a caravan, cost money or must hire on as guards. Risk of raids on the caravan. Delays with the caravan can slow the party down.</p><p>- Travel on horse via the main road. Pay tolls, cost for staying at inns, but relatively safe and fast</p><p>- Travel off-road to avoid the tolls and taxes. Less safe, harder to find secure locations for rests</p><p>- Travel by Air.. really expensive but fast and safe</p><p></p><p>Now the group has a choice to make and how the travel plays out is altered by their choices. Each choice has a different cost inherent to it as well as puts the party at risk of differing challenges. A party with a Bard and Paladin would prefer to follow the road while a group with more rangers would prefer the direct overland route.</p><p></p><p>The same should go with using spells vice skills. Spells like <a href="http://www.d20srd.org/srd/spells/knock.htm" target="_blank">Knock</a> should be fast, easy, and assured ways of opening the lock. I recall in 2e the spell emitted a clear ringing of a bell. In 3e there is a verbal component {open sesame!}</p><p> </p><p> So the choice the group should have is to either:</p><p>- Spend a couple moments while the Thief does his/her thing and eventually opens the lock without tripping alarms and being very quiet</p><p>- Spend a second while the Mage does his/her razzle dazzle.. not so quietly but fast and spending a daily resource..and more likely to miss those pesky alarms.</p><p> Note: the 3e version linked above clearly states limitations that can make the use of the spell void.</p><p></p><p>Ideally the Knock spell would be written as Sean Reynolds writes in his article about <a href="http://www.seankreynolds.com/rpgfiles/misc/variantfewerabsolutes1.html" target="_blank">Fewer Absolutes</a> and grant an insight bonus of 10 + 1/2 caster level to an open locks check {and change to 'personal' with a duration of 'next skill check' within x rounds}</p><p> Tie this with open lock DCs set 10 points higher than normal and granting the Thief an automatic +10 to open lock means anyone can try to open locks, but you need a thief to handle the fancier ones and can fall back on the Mage in times of trouble</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6043925, member: 20805"] I think people ignored exploration because it wasn't supported by solid, easy/fun rules. Next should address exploration and try to return the challenge of exploration without turning the game into something bland and boring.... Exploration should be less about dice rolls and more about meaningful choices. For example, the group needs to travel from Sharn to visit the temple of the Silver Flame. They can: - Travel by Lightning Rail, which costs money but is fast and protected by the House - Travel with a caravan, cost money or must hire on as guards. Risk of raids on the caravan. Delays with the caravan can slow the party down. - Travel on horse via the main road. Pay tolls, cost for staying at inns, but relatively safe and fast - Travel off-road to avoid the tolls and taxes. Less safe, harder to find secure locations for rests - Travel by Air.. really expensive but fast and safe Now the group has a choice to make and how the travel plays out is altered by their choices. Each choice has a different cost inherent to it as well as puts the party at risk of differing challenges. A party with a Bard and Paladin would prefer to follow the road while a group with more rangers would prefer the direct overland route. The same should go with using spells vice skills. Spells like [url=http://www.d20srd.org/srd/spells/knock.htm]Knock[/url] should be fast, easy, and assured ways of opening the lock. I recall in 2e the spell emitted a clear ringing of a bell. In 3e there is a verbal component {open sesame!} So the choice the group should have is to either: - Spend a couple moments while the Thief does his/her thing and eventually opens the lock without tripping alarms and being very quiet - Spend a second while the Mage does his/her razzle dazzle.. not so quietly but fast and spending a daily resource..and more likely to miss those pesky alarms. Note: the 3e version linked above clearly states limitations that can make the use of the spell void. Ideally the Knock spell would be written as Sean Reynolds writes in his article about [url=http://www.seankreynolds.com/rpgfiles/misc/variantfewerabsolutes1.html]Fewer Absolutes[/url] and grant an insight bonus of 10 + 1/2 caster level to an open locks check {and change to 'personal' with a duration of 'next skill check' within x rounds} Tie this with open lock DCs set 10 points higher than normal and granting the Thief an automatic +10 to open lock means anyone can try to open locks, but you need a thief to handle the fancier ones and can fall back on the Mage in times of trouble [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Exploration Rules You'd Like To See
Top