iserith
Magic Wordsmith
First, I'm not dismissive about your claim that you have a problem. I believe you! I'm saying the problem is actually not with the rules that cover exploration in D&D 5e. Based on your comments, I think it's in your understanding of those rules, your preparation, presentation, and implementation. This doesn't make you or anyone else a "crap" DM, no more than it makes me a "crap" linguist that my Spanish isn't as good as it could be. It's just something to work on. Nobody's born with the ability to run D&D 5e exploration challenges well!And you've been dismissive almost this entire time that anyone could have a problem. I've talked to you about what the rules say, and other than a disagreement on how targeting works through a window, we've never had an actual rules disagreement.
And, no, wandering monsters aren't a satisfying challenge for exploration. They aren't. Neither are ticking clocks. And those have been the only solutions you offered. You have offered nothing else.
did someone else offer diseases up? Yes they did. I pointed out that there aren't a lot of diseases that would apply without homebrewing. They took offense and pointed me to the rules that say they are allowed to homebrew because there aren't a lot of diseases that apply... Wonder why that didn't disprove my point.
They offered exhaustion. I pointed out that the overland travel rules that I've seen offer almost no way to give exhaustion. I asked how they could apply them, I was never given an answer, they wanted to focus on the DM having a mosquito give the players the plague and start a pandemic.
We've discussed rangers and overland travel. And no one has been willing to actually answer this beyond putting a single obstacle and saying "see, a challenge" and not bothering (so far) to speak to how the party can't just... walk around it. Sure, it might add weeks to their travel time, but if you don't have a ticking clock, then that isn't a problem. And if you do have a ticking clock, well, there is issues with that as well, if you don't curate the game.
So, rather than insisting that I must be a crap DM if I have an issue with the rules, maybe look at the content of the discussions.
Overland travel rules include forced marching which can cause exhaustion. It happened to my character tonight, in fact, when we pressed on further than we can normally in order to find a safe place to long rest. We didn't, as it turned out, and I didn't want to risk another level of exhaustion pushing further. So we didn't regain any hit points or hit dice that night which was not great.
As for diseases and simple wilderness obstacles, I'm not responsible for other people's arguments, only my own. But I think you really need to be less dismissive of time as a limited resource in the game. It matters and it makes everything work better and gives meaningful choices and teeth to challenges of all sorts. I think you would also benefit from discontinuing this thing you have with separating the pillars to no good result. They work together to their mutual benefit. Leverage that.
No, I didn't say it's only you that may have an issue, just that you can only speak for yourself.And my fellow DMs I've talked to.
And other people in this thread that agree with me
And the people who ask these questions so many times that is has spawned multiple articles, mutliple video essays and multiple unique discussion threads.
But yea, it's only me.
So, Rime of the Frost Maiden huh? Does it have special rules for "punishing weather" because if I use the rules in the DMG then I don't see how there could be any such thing. Unless you couldn't afford winter clothing, or you desperately needed your passive perception for some reason. Because with Winter Clothing the only effect you could have been suffering is the area being lightly obscured and disadvantage on perception checks.
We are never going to agree that wandering monsters are exploration challenges. So, I don't know why you keep insisting on them.
And "exploring the dungeon" is what we've been talking about, so I can't really add anything without details. Though I am curious about the "challenge" to find an alternate way in. Curious why you felt the need to do that, and what the nature of this challenge was. Did you know where this entrance was?
Heavy precipitation and strong wind is punishing. Penalties to Perception and disadvantage to ranged weapon attacks is not great. It means stealthy monsters like yetis can more easily get the drop on us and the ranger and my rogue scout have to switch from ranged attacks to melee which isn't always ideal. On days with particularly bad weather, we could just not travel, but then there's this ticking clock. We have to weigh if it's worth sitting around when bad things are happening. Sometimes it's worth it, sometimes it's not. As an example, in my forest/swamp hexcrawl, the players stayed in town for a full month doing downtime activities because the weather was continually terrible. The players decided they'd let whatever events would unfold do so rather than risk it. Things are now worse and they're dealing with the repercussions.
Avoiding wandering monsters by sneaking past them is by definition an exploration challenge. So is following their tracks back to their lair, if they have one. Or being tailed by some and picking up your pace from slow to fast, say, to keep ahead of them while risking a penalty to passive Perception and not being able to move stealthily. If you're only thinking about wandering monsters or random encounters as fights, then you are limiting yourself to no good end. And again, that's still just you separating the pillars in the game to no benefit. Use them all, more than one at a time perhaps to reinforce each other and your game is more dynamic as a result.
As to your question about finding the alternate entrance, we had been in this dungeon before, but went through the fortified front gate, having been let in by the monsters guarding it. We explored only a small part of it at the time before wearing out our welcome and decided to return this session. Figuring they'd not be best pleased to see us at the front gate this time (which would put us at a distinct disadvantage tactically), we declared we would explore the mountains around it to see if we could find a chimney, sewer pipe, or some other means of entry. After some searching, climbing, and balancing our way on narrow icy paths, we found ourselves on the top of the structure where we could lower ourselves down using ropes into an upper window. We had to use over 100 feet of our rope which we were not able to collect on the way out. I also nearly fell off a path while traversing it, taking some damage while being rescued, which was embarrassing because my rogue, Icewind Dale, is actually really good at balancing given he's a legendary ice skater.