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Why Exploration Is the Worst Pillar
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<blockquote data-quote="iserith" data-source="post: 8373500" data-attributes="member: 97077"><p>Your responses suggest a lot about the kinds of games you play or run - or at least the one you have in your head to stake out your position. There seems to be very broad handwaving with certain spell effects on the environment, traps that seems to mostly trigger the same way, and there doesn't seem to be meaningful resource expenditure during the adventuring day since the casters are just lousy with spell slots. That's very interesting. This is almost never the case with a game with a strong exploration element in my experience. Some of these tools you listed would get you to the next step in an exploration challenge or make certain things easier, as I've pointed out, with a cost or a trade-off. If you're able to ignore those costs or trade-offs in your game, but not in mine, perhaps there's something going on in your game worth examining more closely. That is, if you actually want the exploration pillar to have some teeth.</p><p></p><p>You also say several times, as do others, that the DM decides or that something is "DM-dependent." Well, yes, the DM decides <em>everything </em>in the game where it comes to what is in the environment and what the result of adventurer's action is. That's across <em>all</em> pillars - combat, exploration, and social interaction. When and whether rules come into play to resolve an action a player has stated is purely up to the DM and nobody else. Hopefully the DM is reasonably consistent about adjudication so that players can make reasonably informed decisions. But make no mistake, the DM always decides. That's just D&D 5e. If that's not to your liking, I don't know what to tell you.</p></blockquote><p></p>
[QUOTE="iserith, post: 8373500, member: 97077"] Your responses suggest a lot about the kinds of games you play or run - or at least the one you have in your head to stake out your position. There seems to be very broad handwaving with certain spell effects on the environment, traps that seems to mostly trigger the same way, and there doesn't seem to be meaningful resource expenditure during the adventuring day since the casters are just lousy with spell slots. That's very interesting. This is almost never the case with a game with a strong exploration element in my experience. Some of these tools you listed would get you to the next step in an exploration challenge or make certain things easier, as I've pointed out, with a cost or a trade-off. If you're able to ignore those costs or trade-offs in your game, but not in mine, perhaps there's something going on in your game worth examining more closely. That is, if you actually want the exploration pillar to have some teeth. You also say several times, as do others, that the DM decides or that something is "DM-dependent." Well, yes, the DM decides [I]everything [/I]in the game where it comes to what is in the environment and what the result of adventurer's action is. That's across [I]all[/I] pillars - combat, exploration, and social interaction. When and whether rules come into play to resolve an action a player has stated is purely up to the DM and nobody else. Hopefully the DM is reasonably consistent about adjudication so that players can make reasonably informed decisions. But make no mistake, the DM always decides. That's just D&D 5e. If that's not to your liking, I don't know what to tell you. [/QUOTE]
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