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Theories regaurding the change in rules of D&D.
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<blockquote data-quote="Numion" data-source="post: 3697509" data-attributes="member: 124"><p>I mentioned disease and weather just because they are the things explorers have to worry about IRL - not the wildlife. Explorations have gone wrong because of climate and disease many times historically, but never because a great portion of the crew was eaten by animals.</p><p></p><p>That's my whole point about D&D being more suitable for kill and loot exercises than grand scale explorations. Much of the difficulties of exploration aren't covered in detail. Killing, looting and levelling are. For example, if exploring unknown territories was highly important, surely there were rules for XP / sq.mile cartographed, rules for trading and looting rare herbs and spices (isn't that what explorers brought back IRL?), etc.. Notice that dungeon exploration, on the other hand, is covered quite well: there are skills to overcome specific obstacles, like traps, locked doors, etc..</p><p></p><p>Many years ago my PC also went on an exploratory trip on Isle of Dread (in Finnish edition the module came with the blue box), but the exploration just sounded like and adventure hook or secondary goal (or excuse) to go killing natives and dinosaurs, and looting ancient temples. That might've been DM specific, like most things are anyway.</p></blockquote><p></p>
[QUOTE="Numion, post: 3697509, member: 124"] I mentioned disease and weather just because they are the things explorers have to worry about IRL - not the wildlife. Explorations have gone wrong because of climate and disease many times historically, but never because a great portion of the crew was eaten by animals. That's my whole point about D&D being more suitable for kill and loot exercises than grand scale explorations. Much of the difficulties of exploration aren't covered in detail. Killing, looting and levelling are. For example, if exploring unknown territories was highly important, surely there were rules for XP / sq.mile cartographed, rules for trading and looting rare herbs and spices (isn't that what explorers brought back IRL?), etc.. Notice that dungeon exploration, on the other hand, is covered quite well: there are skills to overcome specific obstacles, like traps, locked doors, etc.. Many years ago my PC also went on an exploratory trip on Isle of Dread (in Finnish edition the module came with the blue box), but the exploration just sounded like and adventure hook or secondary goal (or excuse) to go killing natives and dinosaurs, and looting ancient temples. That might've been DM specific, like most things are anyway. [/QUOTE]
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