MichaelSomething
Legend
Perhaps I can offer a new perspective? Instead of arguing over resource attrition, we could take time to learn from a master of exploration??
I think that this is where the 10 ft. pole and "send in the hirelings" tactics came about in the earlier iterations of the game.There is a simple explanation for why players don’t use unseen servant as some sort of minesweeping service. Though I agree with you that it doesn’t work in most cases.
The simple answer is that it would be extremely dull for the other PCs to sit and wait. If I’m in the party and the wizard player says they want to take 30 minutes to summon and send their unseen servant to laboriously search a section of 20ft hallway. After the second or third time I am almost certainly going to say screw that I’ll just walk down the corridor. The risk of getting dumped in a pit of acid is better than all this waiting around.
We used a pig back when we were 14. Smack on the rump and sent it squealing down the corridor to see which monsters and traps were revealed.I think that this is where the 10 ft. pole and "send in the hirelings" tactics came about in the earlier iterations of the game.
So if I want to lose weight with my diet, then I should cut out the exploration carbs?![]()
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Soon followed by "hirelings will not go into dungeons".I think that this is where the 10 ft. pole and "send in the hirelings" tactics came about in the earlier iterations of the game.
That's a great example. Now, you're talking about the first two floors right? Not the basement which is mostly combat, I'm assuming.If combat is the meat, and roleplay is the butter, then exploration is the bread. It is far more substantial than mere connective tissue. It supports and binds the combat and roleplay encounters making them more flavorful as a result. Though it can also be enjoyed on its own or with a smattering of roleplay or a dash of combat.
My group had a thoroughly enjoyable session in the opening manor of Saltmarsh exploring a supposedly haunted house. We fought a couple of spider swarms and a weasel, but that was it. That majority of the sessions was spent exploring. It was a lot of fun.
The exploration pillar works just fine, but it does require some thought, preparation and a DM capable of bringing the exploration to life. For me it’s by far the most wonderful pillar and far more exciting than combat or roleplay!
Its true in the sense that certain challenges during exploration can be overcome quickly but the cost of doing so is unpredictable on the player's end.But there is "auto-winning" against the environmental challenges that try to hamper exploration. Yes you're still discovering something new, but is the process of doing so slow and challenging or is it fast, safe and easy. That's the difference auto-win makes.
I think this could be managed fine and is not all that dissimilar from a familiar scouting ahead. It really just needs a thorough action declaration by the player and the DM to get to the next important decision (or crisis) point quickly. But of course, could, and would are different things altogether. I've certainly seen the familiar issue handled poorly.There is a simple explanation for why players don’t use unseen servant as some sort of minesweeping service. Though I agree with you that it doesn’t work in most cases.
The simple answer is that it would be extremely dull for the other PCs to sit and wait. If I’m in the party and the wizard player says they want to take 30 minutes to summon and send their unseen servant to laboriously search a section of 20ft hallway. After the second or third time I am almost certainly going to say screw that I’ll just walk down the corridor. The risk of getting dumped in a pit of acid is better than all this waiting around.
Keeping watch/staying alert is not an important party role in exploration? What is it, then, in your games?I see where you're going here, but this has a strange presupposition -- that only one or two characters are actually engaged in exploration -- the others are doing things that aren't advancing the exploration, like keeping watch, or fighting off the monster, or talking the NPC down, or whatever, while just a few deal with exploration. I find this a rather typical approach to 5e exploration -- only one or a few PCs really matter at a time.
We don’t seem to have this issue with exploration at our table. After describing the current scene, I ask each player what their PC is doing and trying to accomplish and then I resolve what happens accordingly after everyone has had a say. Sometimes the challenge is obvious (e.g. sneak across the courtyard) and the party members all takes the same course of action, possibly requiring a group check. More often the challenge is less so (e.g. searching a dungeon chamber) and the players declare that their PCs are doing separate activities each of which are adjudicated as necessary - again, after everyone has had a chance to say what their PC is doing and trying to accomplish. If I am paying attention to the spotlight (and the players are, too), every player has a say in what their PC is doing. So, while some exploration activities may be more exciting or more fruitful than others for any given exploration scene, I don’t find exploration involves “only one or a few PCs”. Clearly, YMMV.There's almost no way to build exploration that engages everyone at the same time and still balances a fail condition so that the play can move forward. I mean, I can think of a few things that might, like group moves, but these are very rare in published materials and I have no idea how often they're used in wider play. I use them, fairly often, but then I've made an effort to build challenges that require the entire party tries to do a thing together, so it fits. I mean, who has the entire party search for traps and calls for a group move to resolve it? I've done this, in the wilderness but not in a dungeon, with a "the trap is where it is when it's invoked" kind of trap, so the group move worked well. If you have a detailed map, or a dungeon, where it's clear PC1 will step where the trap is, the group move doesn't make sense, but this then reinforces my point about only one or a few PCs are ever really involved in most 5e exploration challenges.
Tell you what: Why don't you tell me what kinds of traps can't be triggered by an unseen servant? Because if your answer is effectively "none," then we're just not going to agree on this point because we're not playing the same game.
You are making assumptions as to the example I used. I never suggested other parts of the dungeon couldn't be explored after the trap went off. Just that that passage was blocked. Such is the problem with examples in forum discussions - people see the things that support their point and ignore the stuff that doesn't.
But otherwise, yes, the unseen servant is destroyed, which protects the rogue. Great! Except now the noise has drawn a wandering monster to the area and the exploration challenge of making progress down that hallway to see what's there still isn't over. All that has been accomplished is making it potentially harder to resolve and it'll be another 10 minutes to make a new unseen servant. Hardly a victory.
It depends on how you frame the dramatic question: "Can I resolve this exploration challenge without drawing unwanted attention, taking too much damage, or spending a lot of resources?" for example. Not "Can I resolve the exploration challenge at any cost?" In the case of the unseen servant and the falling block trap, the answer to the first question is "No."
In any event, the game shifts between challenges in various pillars regularly, depending on what's going on. I'm not sure what you're driving at by implying this is an issue of some kind.