Tony Vargas
Legend
Sounds circular - zerotruewayist, perhaps...Oh, absolutely! In fact, I consider the other two pillars part of the Exploration pillar. Or is that one-true-wayist?
Sounds circular - zerotruewayist, perhaps...Oh, absolutely! In fact, I consider the other two pillars part of the Exploration pillar. Or is that one-true-wayist?
You play OSR a lot, don't you? It's got your brain fuddled. Words in the 5e books mean what it says in the dictionary, unless they are defined otherwise. You are complaining that "exploration" isn't defined well enough in the 5e books? I'm explaining the idea of self-help. But, you make a perfectly cromulent point: there isn't a procedure in the PHB for looking up the meanings of words. First, you make an Investigation roll ...There are many terms of art in D&D that are only distantly related to the same words in the dictionary. A dictionary wouldn't be very helpful for understanding what class, level, feat etc. mean in this game.
I think focusing on the scenery rather than the logical structure of exploration gameplay is exactly the wrong way to go. That would suggest that a long boxed text description of a perilous journey or dungeon crawl is just as effective for balancing a combat heavy adventure as actually exploring those things, when it definitely is not.
But you might not appreciate that since by your post history you appear to primarily play D&D in the form of PbP freeform roleplay.



Sounds circular - zerotruewayist, perhaps...
Any examples of fun exploration play would be good. Examples of tedious exploration play are easy to come by.
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By the same token, all three pillars are unequivocally Role-playing, and it would be doing the concepts a great disservice to conflate only one of the pillars with the whole.
That's not just, nor evenly mainly a problem if exp. You're describing a lack of structure - there's no clear method play. You're describing a lack of meaningful choice - you're just making checks, thanks to BA anyone might pass or fail any one of them, there's little else to decide unless a spell is applicable, even then it might be a trivial-resource ritual or trivialize the challenge or both. You're describing the absence of stakes - there may be no reward for success or consequences of failure, just a need to get through or the game stalls. The potential issues are myriad, and 5e puts relatively little into it.The main issue with the exploration pillar in 5E is largely tied to the default reward XP structure. The methods to award XP for exploration are sketchy and not well defined. Skill use isn't a finite resource and many exploration challenges don't deal damage so assigning XP for these types of things is a big black hole.
XP for treasure was one of the most heavily and validly criticized oddities of the early game, contributing to it's stereotypical atmosphere of paranoia & greed. 2e made it optional, and the game had shuffled diffidently toward heroic fantasy ever since.Going back to treasure for XP takes care of that. Treasure is neutral with regard to pillars of play used to acquire it. Players can earn treasure by exploring, bargaining & swindling or by fighting.
Sounds circular - zerotruewayist, perhaps...
The basic cycle of play in 5e is not circular in the same sense as a circular definition.It is circular the same way the "basic pattern" of gameplay is circular:
The main issue with the exploration pillar in 5E is largely tied to the default reward XP structure. The methods to award XP for exploration are sketchy and not well defined. Skill use isn't a finite resource and many exploration challenges don't deal damage so assigning XP for these types of things is a big black hole. The main reward for exploration by default is to get through it as quickly as possible to get to the next combat encounter because that provides the bread & butter of XP rewards.
Going back to treasure for XP takes care of that. Treasure is neutral with regard to pillars of play used to acquire it. Players can earn treasure by exploring, bargaining & swindling or by fighting.
I was looking at the explanation of the "three pillars" of D&D (5e PHB, p.8), and I was disappointed to find that exploration is not well-defined at all.
"Exploration includes both the adventurers' movement through the world and their interactions with objects and situations that require their attention, Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens."
This doesn't help very much to differentiate exploration from social interaction and combat. In particular, the bolded part is just the basic pattern of D&D play (p.6) that happens during any kind of interaction or encounter.
It looks like exploration is just a catch-all for everything that happens between social and combat encounters. And yet it seems like when people use the term here, they have something more specific in mind. I've even seen references to exploration pillar encounters (traps? navigational challenges?).
What does the exploration pillar mean to you?

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