With the rules I use this is not a mechanic so nothing is gutted. The rest of your sentences are putting words in my mouth. Yes, characters can make a map and stick in their backpack and later make a paper hat out of it, whoopee. In DnD basic the map is a tool for the players to better visualize what the DM is explaining.characters in 5e don’t need to map every 10 feet to know where they’re going either. But they do need to make a map if they want to have a map as an item in their inventory which they could perhaps sell, or a character could use grant advantage on their Wisdom (Survival) check to navigate.
Wild to me how people will gut the game’s exploration system because they “don’t need” any of the mechanic in it ans then complain that the exploration pillar is anemic.
Ok, well this is a discussion about 5e.With the rules I use this is not a mechanic so nothing is gutted. The rest of your sentences are putting words in my mouth. Yes, characters can make a map and stick in their backpack and later make a paper hat out of it, whoopee. In DnD basic the map is a tool for the players to better visualize what the DM is explaining.
As explicitly written in the book. So, it takes no in-game time or action. Mapping is not a distraction which would prevent a PC from being "prepared" or use an action.
I don't play 5e because I don't like it.
Ok, well this is a discussion about 5e.
How is it weird? Making a map as you travel through buildings you have never been is weird, and is something no one does. Every exploration I have done in real life has never included stopping every ten minutes and mapping out where I am. I seem to find my brain remembers what I've seen and where I've been. And Moldvay is "better" because these rules recognize the need to depict the fictional world being described by making a map because there is no real space you are occupying. In real space you do not need a map to move around. In a shared fictional space the map is essential so everyone knows where they are at any given time in the game world, not because it is a real-world activity which needs to be done by the character so they don't get lost. In the Mines of Moria, for example, not once did the group start drawing a map.Yes, I agree. I mentioned mapping was an exploration activity and someone responded that Moldvay Basic was so much better because it didn’t have this unnecessary step and mapping was a player activity and a useful visual aid instead of something the characters had to do to know where they are. It was weird.
Mapping is explicitly a in-game action performed by a PC in B/X (and every edition of D&D, as far as I know). There are even rules for how you can't do it while running or fleeing pursuit.With the rules I use this is not a mechanic so nothing is gutted. The rest of your sentences are putting words in my mouth. Yes, characters can make a map and stick in their backpack and later make a paper hat out of it, whoopee. In DnD basic the map is a tool for the players to better visualize what the DM is explaining.
As explicitly written in the book. So, it takes no in-game time or action. Mapping is not a distraction which would prevent a PC from being "prepared" or use an action.
I don't play 5e because I don't like it.
That's one touchy player lolThis, I think, is not a good idea. It will only embarrass and anger the player, which is not a good way to win them over on the style of action resolution. Quite the contrary, it will likely put them off of it.
I’ve been giving examples of things throughout this conversation. I don’t know what you want me to give you an example of at this point.
If that’s your assessment of the situation, you would be welcome to try the fire plan. I still think it was a perfectly fine plan. As an aside, it’s really strange to me that you assume a passive check is always going to fail. Though I suppose it might explain why you refuse to accept it as a means of resolving an attempt to find something by looking around.
Navigating is certainly not typically necessary in dungeons. Mapping is quite useful in both cases. Point being, there are many distinct exploration activities a character might engage in that would preclude keeping watch for danger (and thereby making a passive perception check), so it is indeed a choice.
I would disagree that such a ruling is consistent with either the letter or intent of the rules, but I would accept the ruling because that’s the DM’s call to make, not mine. If I often found myself disagreeing with the DM’s rulings I might bring it up at a later time, and/or decide not to continue playing in their game.
A secret door is not a threat, so I would not consider that the same activity as Noticing Threats, but yes, looking for ambushes and traps are both covered under the same activity, which I misremembered as being called “keeping watch for danger.” Looking for secret doors is not specifically listed as a travel activity, but it is given specifically as an example of an action that one could use a passive check to resolve performing repeatedly.
The clue is the information. The possibility that they may misinterpret the information does not mean that the decisions they make were not informed decisions.
An approach can certainly prevent intent from being achievable. If my intent is to tie my shoes and my approach is to yell at the laces to move, my approach has no chance of succeeding at achieving my goal. But both things would be necessary information for someone to determine if my overall action could succeed or fail.
My understanding was that the trap is triggered by standing in the center of the room. How slowly you walk to the center of the room will have no effect on whether or not the trap that triggered by standing in the center of the room will be triggered when you stand in the center of the room.
So, by them not completing the action they declared?
My intent did matter, the issue was my approach not mattering.
no. This DM was not one for telegraphing.
Yes, and I accepted that ruling. I accepted a lot of rulings he made that I disagreed with. Occasionally, we discussed those disagreements outside of game time. Eventually, I decided the game was not for me and left.
Literally because I rolled low,
I said it would have made no difference had I been playing Candy Crush instead, which is true. I happen to know that other players in that campaign regularly goofed off in other tabs. It bothered me quite a bit that actually engaging in the game was treated no differently than tabbing out until the DM shut up and then pushing one of the “make something else happen” buttons on the character sheet. It did not make for a believable world, because the world didn’t really respond to player inputs, it just did whatever the octopus in the DM’s brain decided the random numbers meant would happen next.
Isn’t this the “magic words“ hoop that we all say we decry?
More or less. It's the problem with the DM asking "but what are you actually doing?" - the last time I asked that very question, my player simply reframed the question as I stated. And while it is functionally equivalent to "I roll perception", it should also be a valid action declaration, what with to perceive being a verb.
The shorter version: I've concluded that calling the skill Perception was a mistake. It should have been something like Senses instead.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.