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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Faolyn" data-source="post: 8373429" data-attributes="member: 6915329"><p>Most of your assessments are fairly accurate. But:</p><p></p><p></p><p>I can actually see this as a useful bit for the DM. Tell them that <em>druidcraft</em> predicts a major storm, then let them spend time working in advance to escape the brunt of it. And then the aftermath of the storm is going to mess up future exploration.</p><p></p><p>Also, most future-divinations in D&D are of the "things can still change; nothing is set in stone" mentality. Considering all the weird things that can affect the weather in D&D, ranging from spells to monsters to the whims of the weather gods to dire butterflies flapping their wings half a world away, I'd tell the PCs that <em>druidcraft </em>is actually about as accurate as their local news station meteorologist. Useful, but not perfect. </p><p></p><p></p><p>Unless you're an arcane trickster (and not entirely sure about it then), you can't really use the <em>hand </em>for detail work like disarming a trap. It's also not hard to shift to traps with moving parts that are heavier than 10 pounds, or to assume that intelligent trap makers don't take <em>mage hands </em>into consideration. Heck, a spellcaster might include a trap that only goes off the trapped object is touched by a magical force. </p><p></p><p></p><p>These, of course, depend on the caster having the spell prepared (or at least in their book, for wizards). You can't do much with divine casters who can prepare anything, but for wizards at least, the DM has control over what spells they find. </p><p></p><p></p><p>But do they have a container to store the liquid in? While just breaking the PCs stuff usually isn't fair, there's still the possibility that they lose their waterskins and don't have anything else to carry water in. Having to cast that spell each time you're thirsty will be a pain in the spell slots. </p><p></p><p>Perhaps talk to the players about instituting a rule wherein if the PC takes a lot of damage all at once, there's a chance that some of their non-magical gear might break. You could even institute the notch rule from <a href="https://www.giffyglyph.com/darkerdungeons/grimoire/4.0.0/en/wear_and_tear.html" target="_blank">Darker Dungeons</a>, which says (among other things) that <em>mending </em>doesn't work on completely broken objects (I'd say it does, but you have to upcast it to at least 1st level).</p><p></p><p></p><p>Just remember, animals mostly want food, safety, and (depending on the time of year) sex. And <em>speak with animals </em>doesn't raise their Intelligence any...</p><p></p><p></p><p>This spell has the same issues as with <em>mage hand</em>, except that it can carry 30 pounds instead of 10. Plus I'd say it's probably weightless so it's not going to trigger any floor traps.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8373429, member: 6915329"] Most of your assessments are fairly accurate. But: I can actually see this as a useful bit for the DM. Tell them that [I]druidcraft[/I] predicts a major storm, then let them spend time working in advance to escape the brunt of it. And then the aftermath of the storm is going to mess up future exploration. Also, most future-divinations in D&D are of the "things can still change; nothing is set in stone" mentality. Considering all the weird things that can affect the weather in D&D, ranging from spells to monsters to the whims of the weather gods to dire butterflies flapping their wings half a world away, I'd tell the PCs that [I]druidcraft [/I]is actually about as accurate as their local news station meteorologist. Useful, but not perfect. Unless you're an arcane trickster (and not entirely sure about it then), you can't really use the [I]hand [/I]for detail work like disarming a trap. It's also not hard to shift to traps with moving parts that are heavier than 10 pounds, or to assume that intelligent trap makers don't take [I]mage hands [/I]into consideration. Heck, a spellcaster might include a trap that only goes off the trapped object is touched by a magical force. These, of course, depend on the caster having the spell prepared (or at least in their book, for wizards). You can't do much with divine casters who can prepare anything, but for wizards at least, the DM has control over what spells they find. But do they have a container to store the liquid in? While just breaking the PCs stuff usually isn't fair, there's still the possibility that they lose their waterskins and don't have anything else to carry water in. Having to cast that spell each time you're thirsty will be a pain in the spell slots. Perhaps talk to the players about instituting a rule wherein if the PC takes a lot of damage all at once, there's a chance that some of their non-magical gear might break. You could even institute the notch rule from [URL='https://www.giffyglyph.com/darkerdungeons/grimoire/4.0.0/en/wear_and_tear.html']Darker Dungeons[/URL], which says (among other things) that [I]mending [/I]doesn't work on completely broken objects (I'd say it does, but you have to upcast it to at least 1st level). Just remember, animals mostly want food, safety, and (depending on the time of year) sex. And [I]speak with animals [/I]doesn't raise their Intelligence any... This spell has the same issues as with [I]mage hand[/I], except that it can carry 30 pounds instead of 10. Plus I'd say it's probably weightless so it's not going to trigger any floor traps. [/QUOTE]
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