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Is power creep bad?
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<blockquote data-quote="Ondath" data-source="post: 8638344" data-attributes="member: 7031770"><p>If the whole point of exploration is to have some logistical difficulty by asking questions such as "how much food can we take? How far can we travel given the amount of food we have + whatever we can muster from the land we're going through?" or having risks such as getting lost, then these options ruin exploration. Outlander's feature makes foraging an automatic success, and Ranger's feature makes following a path or finding a destination a non-challenge (since once again, you don't get lost). I don't mean to say that these are essential parts of the game, you can have a perfectly fine D&D game that's more about set piece battles and the time spent travelling is just LotR-style montages of characters going through wilderness, but Ranger and Outlander both imply in their fantasy that they cater to people who like exploration. If you wanted to play a Ranger because you wanted to be the cool guy who <strong>succeeds</strong> at the exploration challenge, 5E will let you down because you will simply <strong>nullify</strong> the challenge.</p><p></p><p>And I'll agree that A5E has managed to offer a fun exploration pillar using the 5E chassis. Supply is a nice mechanic that is all about the "how far can we go given our food?" question that I mentioned, and Trials & Treasures giving explicit guidance and rules on how to run exploration encounters really makes it fun, dare I say even without having annoying and arduous inventory management if wanted.</p></blockquote><p></p>
[QUOTE="Ondath, post: 8638344, member: 7031770"] If the whole point of exploration is to have some logistical difficulty by asking questions such as "how much food can we take? How far can we travel given the amount of food we have + whatever we can muster from the land we're going through?" or having risks such as getting lost, then these options ruin exploration. Outlander's feature makes foraging an automatic success, and Ranger's feature makes following a path or finding a destination a non-challenge (since once again, you don't get lost). I don't mean to say that these are essential parts of the game, you can have a perfectly fine D&D game that's more about set piece battles and the time spent travelling is just LotR-style montages of characters going through wilderness, but Ranger and Outlander both imply in their fantasy that they cater to people who like exploration. If you wanted to play a Ranger because you wanted to be the cool guy who [B]succeeds[/B] at the exploration challenge, 5E will let you down because you will simply [B]nullify[/B] the challenge. And I'll agree that A5E has managed to offer a fun exploration pillar using the 5E chassis. Supply is a nice mechanic that is all about the "how far can we go given our food?" question that I mentioned, and Trials & Treasures giving explicit guidance and rules on how to run exploration encounters really makes it fun, dare I say even without having annoying and arduous inventory management if wanted. [/QUOTE]
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