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Self-Defeating Rules in D&D
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<blockquote data-quote="Remathilis" data-source="post: 9750757" data-attributes="member: 7635"><p>My point was that most of those spells and abilities didn't help you "solve the dungeon" in a way that avoided combat. Read Magic wasn't going to get you to that sweet xp for gp, knowing the slope of a hallway might help you avoid a trap but it's not getting you any more gold that way. My point was that exploration is what you do between combat encounters and has been secondary to it since the games inception. The fact that 5e reduced it to a footnote is irrelevant since it was always just the glue between fights. </p><p></p><p>I just think the idea of exploration is the primary importance of older D&D and combat was a fail state doesn't feel like it jives with much of the printed material from that era, especially the classic modules outside of occasional oddballs like Tomb of Horrors.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9750757, member: 7635"] My point was that most of those spells and abilities didn't help you "solve the dungeon" in a way that avoided combat. Read Magic wasn't going to get you to that sweet xp for gp, knowing the slope of a hallway might help you avoid a trap but it's not getting you any more gold that way. My point was that exploration is what you do between combat encounters and has been secondary to it since the games inception. The fact that 5e reduced it to a footnote is irrelevant since it was always just the glue between fights. I just think the idea of exploration is the primary importance of older D&D and combat was a fail state doesn't feel like it jives with much of the printed material from that era, especially the classic modules outside of occasional oddballs like Tomb of Horrors. [/QUOTE]
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