D&D General Why Exploration Is the Worst Pillar

I love how it’s impossible for the pcs to find resources like food and water but those dungeon inhabitants all have no problems.

I mean if we’re talking about exploration as a pillar, shouldn’t basic questions like, what are those monsters drinking be easy to answer?

It’s a pretty sad dungeon without at least one water trap.

I suppose if all dungeons are nothing but undead and constructs, we’ve no problems.
Nobody said it was impossible for adventurers to find food or water, just that it may require some exploration to do so.

There is a cistern or well listed on the tables for lairs, mazes, mines, planar gates, strongholds, temples or shrines, and treasure vaults. The only chambers not outfitted with them are death traps and tombs (funny enough the two rooms most likely to be inhabited by constructs and undead).

If we're considering dungeon ecology, monsters that inhabit these places would certainly seek to protect them, or lurk near them so as to make easy pickings of any creature that comes for a drink.

The real danger is the potential for contamination, especially if the water sits for any length of time. I mentioned earlier, you haven't lived until you've survived a sight rot infection!
 

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You should always consider things like sources of food/water for dungeon denizens. That said, just because monsters are willing to eat/drink it, doesn't mean the PCs necessarily should. Floor 5 of a mega dungeon is not the place to get a sudden and undeniable case of Montezuma's Revenge...
True fact. Adventurer's were the first people to start praying to the gods to be granted the ability purify the food and water.
 

You should always consider things like sources of food/water for dungeon denizens. That said, just because monsters are willing to eat/drink it, doesn't mean the PCs necessarily should. Floor 5 of a mega dungeon is not the place to get a sudden and undeniable case of Montezuma's Revenge...

Again, purify food and drink purifies several tons of food and water. All food and drink in a 5 foot radius.

It’s not like you have to cast it every day.

Btw, because I might have missed it, are we exclusively referring to exploration in a dungeon? Can we not have exploration pillar elements outside of a mega dungeon?

It seems as though most of the responses are assuming a mega dungeon.
 

I've got a perspective I've been mulling as I've been lurking this thread.

Exploration is essentially, information management as game play. At the most basic level, its about gaining information on the game space-- 'Whats on the other side of the door?' or 'Whats in that uncovered hex?' or 'Whats the king really after?' and finding out the answer is the reward for successful exploration. Some people do just enjoy working out the answers to questions, especially if they feel like it was a secret.

That reward becomes more meaningful if it can be leveraged for further rewards (such as using information about the layout of a dungeon to avoid nasty monsters, or using information from the king's journal to escape the palace via a secret passage, or learning a particular magic item is in a particular place.) This is the classic joy of seeing a locked door, finding a key, and using it to open the door, to get some reward out of it.

A puzzle is exploration when solving it involves gathering and utilizing information, a Zelda Puzzle Box Dungeon is a well known example. Social Interaction can be (and often is) exploration as well, if you're asking questions and trying to get answers. Even combat can probably be exploration if you're using combat mechanics to gather information somehow (picking a fight to expose an individual you expect is hiding something?), although usually combat is a resolution (finding the thing you need to kill being the exploration 'question') or an obstacle ('we'd love to search this room, but there's an actual elephant in it we need to deal with.')

All of these 'classic' exploration mechanics we're discussing exist to spice up exploration by making it harder to perform. Torches being time limited for instance, or wandering monsters, adds pressure that creates natural questions 'how long do we spend searching this room?' with consequences you can weigh. They aren't 'exploration' per say, but they work with the existing exploration game play of 'pose question' 'discover answer' to spice things up in the same way a monster having a cool ability spices up a fight.

The reason exploration is often seemingly ephemeral, is that we're very loose with information-- if the players have a preset goal they don't have any questions to answer about what their goal should be, if the players know where they need to go and what they need to do when they get there then they don't have any questions to answer about how to complete their objective. We often see designers add side stuff as optional to reintroduce exploration when this occurs, where if you don't pose the question and try to answer it, you'll miss out on say, loot.

So a lot of this is down to how you structure your games, an adventure with an explicit plot and goal can easily skip the information management and make itself entirely about execution thereby eliminating exploration. A game where you have a goal, but aren't sure how to achieve it can have a bit more exploration in working that out. While, a game where you have neither an explicit goal, nor know how to achieve it, has maximal exploration as your goals AND how to achieve them as subject to your ability to pose and answer questions (and then of course, be decisive about what to actually do.)

At the end of the day, the question and answer loop IS exploration, and can be summarized along with its rewards as information management.
 

Although I think I would still file it under "puzzle-solving" not "exploration". Unless "exploration" is, by definition, everything that isn't combat or social interaction.
It is. Exploration is literally everything that isn’t combat or social interaction. It can also have encounters, in that the PCs are encountering stuff that is interesting or puzzling or dangerous or something other than a combat encounter or social interaction encounter.
 

It is. Exploration is literally everything that isn’t combat or social interaction. It can also have encounters, in that the PCs are encountering stuff that is interesting or puzzling or dangerous or something other than a combat encounter or social interaction encounter.
What if you're in combat with a monster and the monster asks you a riddle?
 


This might be a hot take, but I think we’re finding out that the exploration pillar requires some modicum of effort from the DM…
This, IMHO, is the core issue. Other games move exploration (whether at the micro and/or macro level) closer to the core experience and so the GM does not have to actively integrate optional exploration dials and knobs from the DMG or what not.
 

Again, purify food and drink purifies several tons of food and water. All food and drink in a 5 foot radius.

It’s not like you have to cast it every day.

Btw, because I might have missed it, are we exclusively referring to exploration in a dungeon? Can we not have exploration pillar elements outside of a mega dungeon?

It seems as though most of the responses are assuming a mega dungeon.
Passwall exists, so it's surely pointless to have walls on your dungeon, right?
That's how most of your arguments sound, really.
 

Passwall requires a 5th level spell slot and lasts for only 1 hour. It also makes only a single opening, and you have to know which wall you want to pass through. Plenty of factors that limits its use.
 

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