D&D General Why Exploration Is the Worst Pillar

I do think it's worth pointing out that WotC did deliberately design some of its rules to be vague as a means to empower their whole "rulings not rules" mantra. I've seen a number of people on sub-Reddits complaining how "rulings not rules" disproportionately affects the exploration and social pillars of the game. And we get lot's of information up-front in the DMG that the GM is not bound by the rules:





I will note that while this last quote says "to fight the players' roleplaying needs," a lot of approaches here often effectively advocate for "the GM's game, the GM's rules" in a way that ignores the part that follows.


How does one automatically succeed or fail? When are dice rolled? Does one have advantage or disadvantage? How does one get advantage? The GM decides using a ruling.

A lot about 5e D&D's design is all about a return to GM empowerment. The GM is given a LOT of leeway to change rules, make rulings, etc. So a typical game of 5e D&D is generally never played RAW. I think that this is why I often prefer talking about praxis in the case of D&D 5e while talking about RAW game design with a number of other games, including 4e D&D.
I play as close to the rules as written as possible because I think that’s most empowering to the players, but changing the rules as needed to fit what’s happening is a written rule, and I do use discretion in my role as the Dungeon Master to make calls that make sense if the core does not.

I guess I’m just satisfied with a great deal of what the written rules offer in terms of tools for adjudication.
 

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I guess my question is, do you understand why some people might have an issue here? Like you say, in combat or social pillars, there are a host of player facing mechanics that they can use to leverage their chances of success in the challenge. But, exploration is entirely DM dependent?
I guess I just look at exploration as covering absolutely everything else in the world and attempting to codify that beyond the core gameplay loop and some examples seems like an impossible task?

However I do think one of the biggest holes that causes a lot of trouble with the exploration pillar is the lack of a time keeping mechanic.
 

One of them is even based on 5e -- Five Torches Deep. One Ring does a good job of operationalizing travel in the exploration sphere. It's not a situation where a good framework requires either a mass of rules (and subsequent reference of them) or prevents the GM from being able to practice their art.
I’ll check out 5 torches deep (though my understanding is it’s mostly a dungeon delver?) I did come up with my own travel system when I read that the One Ring had a new approach because I hate the typical 0 or 1 encounter per day.

So do I think 5e could be better in the exploration rules, absolutely. But I don‘t think it should systematize everything.
 

Don't let anyone fool you: The rules are there. People just don't read the DMG or, if they do, don't use the rules therein. The rules are absolutely in place to make the most common exploration challenges "codified" if that's what people want to do. Traveling, stealthy movement, finding hidden objects, examples of traps, secret doors, navigating, foraging, tracking, mapping, the works. All there.
Except for the most critical of all: time keeping. :)

I can see that there is plenty of room for improvement though, even if just in presentation.
 

Just to reel the conversation back in, the Player's Handbook describes the exploration pillar...

"Exploration includes both the adventurers’ movement through the world and their interaction 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."
 


There are rules for tracking time. Or do you mean something more concrete than "the DM determines" and the rough estimates given?
Yeah I want the players to be able to follow the time too so they are aware that they’re taking a risk when dilly-dallying.

The time pool system is fantastic and simple and should absolutely be in the DMG (or PHB).
 



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