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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Lanefan" data-source="post: 8048103" data-attributes="member: 29398"><p>Odd, in that I say it in combat on roughly half the attempted actions, phrased as some variant on "you miss".</p><p></p><p>Yes.</p><p>No.</p><p></p><p>Only in a "ribbon for participation" context does this make any sense, a context to which I do not subscribe.</p><p></p><p>Saying their actions bear no fruit this time doesn't and IMO shouldn't discourage trying again next time.</p><p></p><p>If they try to open a door and for whatever reason cannot, so be it. They'll likely never know if they were "supposed" to get past it or not; and if they're that keen on getting through they'll go back to town and load up on some more resources that'll be more likely to succeed.</p><p></p><p>The core of exploration is to see what's there, even if it's nothing.</p><p></p><p>Yeah, that's 'ribbon for participating' again.</p><p></p><p>The reward for checking all the rooms can be as simple as not feeling later like they might have missed something. And-or not having to go back later to finish off threats they missed the first time through; I've seen this several times both as DM and player.</p><p></p><p>When I design a typical dungeon-based adventure I put in the treasure in full expectation that about 1/2 of it will be found for sure*, about 1/4 of it might be found if they search, and the other 1/4 will be found only if they're very diligent and-or rather lucky. </p><p></p><p>* - assuming they don't destroy the treasure en route to finding it (e.g. by dropping a lightning bolt into the treasure room), something else I've seen happen on more than one occasion</p><p></p><p>Personally I prefer it if now and then they come to dread rolling initiative, as it means they'll (in theory!) look for ways of accomplishing their goals that involve things other than just sheer brute force.</p><p></p><p>That said, though they're probably going to win their combats most of the time (even though it might not appear so at first) and thus earn the reward of both the win and the xp that go with it, by no means does that say or imply they're going to hit on every swing nor does it say that an individual PC won't die or have some other major Bad Thing happen to it.</p><p></p><p>In comparison with that exploration is (usually) much lower-risk, with the trade-off being the tangible rewards - be they treasure, information, whatever - are less frequent.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8048103, member: 29398"] Odd, in that I say it in combat on roughly half the attempted actions, phrased as some variant on "you miss". Yes. No. Only in a "ribbon for participation" context does this make any sense, a context to which I do not subscribe. Saying their actions bear no fruit this time doesn't and IMO shouldn't discourage trying again next time. If they try to open a door and for whatever reason cannot, so be it. They'll likely never know if they were "supposed" to get past it or not; and if they're that keen on getting through they'll go back to town and load up on some more resources that'll be more likely to succeed. The core of exploration is to see what's there, even if it's nothing. Yeah, that's 'ribbon for participating' again. The reward for checking all the rooms can be as simple as not feeling later like they might have missed something. And-or not having to go back later to finish off threats they missed the first time through; I've seen this several times both as DM and player. When I design a typical dungeon-based adventure I put in the treasure in full expectation that about 1/2 of it will be found for sure*, about 1/4 of it might be found if they search, and the other 1/4 will be found only if they're very diligent and-or rather lucky. * - assuming they don't destroy the treasure en route to finding it (e.g. by dropping a lightning bolt into the treasure room), something else I've seen happen on more than one occasion Personally I prefer it if now and then they come to dread rolling initiative, as it means they'll (in theory!) look for ways of accomplishing their goals that involve things other than just sheer brute force. That said, though they're probably going to win their combats most of the time (even though it might not appear so at first) and thus earn the reward of both the win and the xp that go with it, by no means does that say or imply they're going to hit on every swing nor does it say that an individual PC won't die or have some other major Bad Thing happen to it. In comparison with that exploration is (usually) much lower-risk, with the trade-off being the tangible rewards - be they treasure, information, whatever - are less frequent. [/QUOTE]
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