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D&D 5E How should I run optional exploration rules?

Do you have any specific questions, or would you just like to see an overview of how it would go down, with some up to date examples?

I wouldn't mind the latter.

I DM'd my game on Thursday and it ran fantastically well, however I didn't need to use the exploration rules because they haven't made it out of the city of Bryn Shander. I'd still like to get a clearer idea of the best (or best homebrewed) way to run exploration, because it seems like a potentially fun aspect of handling travel.
 

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I have used the principles behind the wilderness exploration a couple of times, along with my interpretation of how passive perception will work. However, when I have done this I have done away completely with the 1hour exploration turns. Instead, I asked players what their characters were doing throughout the travel and did a d20 roll per player to determine if there would be random encounter. If there was no random encounter I glossed over that day of travel and moved to the next. When there was an encounter, then I made the party roll checks for what they were doing.

It took some some of the tedious rolls out of it.

I haven't used the exploration rules in a dungeon because my dungeons are usually fairly small-scale, but I could see it work better in that situation than in the wilderness.
 

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