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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Chaosmancer" data-source="post: 8375535" data-attributes="member: 6801228"><p>Anything that requires more than 60 lbs of pressure to activate and possibly magical traps depending on how they are worded. </p><p></p><p>Do I pass the test? Can we have a conversation now?</p><p></p><p></p><p></p><p>So, how is this not a victory? </p><p></p><p>Other parts of the dungeon are still open, so we can go deal with them. Some random monster showed up and started the combat pillar, that has nothing to do with exploration at all. And this trap that could have killed the rogue didn't. </p><p></p><p>What's down the hall? Well, a giant stone pillar we can't get past. If there isn't a way somewhere else to reset it, then this passage is done and there is no point in worrying about it. We either try and force our way through (which we would have had to do either way if the rogue failed to spot this trap) or we ignore it and move on. And, no one in the party died.</p><p></p><p></p><p></p><p>Unwanted attention from what? Monsters we are likely going to have to kill anyways? There are certainly going to be fights in the dungeon no matter what we do, unless these monsters apparate out of thin air, then loudly fighting in one room is going to draw them anyways. </p><p></p><p>Spending resources? Other than time rituals cost no resources. None. Zero. Once you have them, they are unlimited and free forever. </p><p></p><p>Taking Too Much Damage? How much is too much? That is a question that really depends on your resources and the party. I once had a conversation that if you are splitting gold evenly that by the time a heavily armored character is wearing full plate (1500 gold) that a character who doesn't use a lot of equipment like the monk could have purchased 30 healing potions. At 2d4+2, that is an average of 210 extra health for the party. Before short resting to use HD. Before spells that heal. </p><p></p><p>And if we do take too much damage then we retreat, find a place to long rest, then go again another time. Unless we are on a time limit or there are infinite monsters, eventually the players can stop taking damage from fights and focus on the exploration. In which case, they have the tools to succeed. Because, notice, the biggest challenge in exploration... is monsters that you have to fight in the combat pillar....Weird, right?</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8375535, member: 6801228"] Anything that requires more than 60 lbs of pressure to activate and possibly magical traps depending on how they are worded. Do I pass the test? Can we have a conversation now? So, how is this not a victory? Other parts of the dungeon are still open, so we can go deal with them. Some random monster showed up and started the combat pillar, that has nothing to do with exploration at all. And this trap that could have killed the rogue didn't. What's down the hall? Well, a giant stone pillar we can't get past. If there isn't a way somewhere else to reset it, then this passage is done and there is no point in worrying about it. We either try and force our way through (which we would have had to do either way if the rogue failed to spot this trap) or we ignore it and move on. And, no one in the party died. Unwanted attention from what? Monsters we are likely going to have to kill anyways? There are certainly going to be fights in the dungeon no matter what we do, unless these monsters apparate out of thin air, then loudly fighting in one room is going to draw them anyways. Spending resources? Other than time rituals cost no resources. None. Zero. Once you have them, they are unlimited and free forever. Taking Too Much Damage? How much is too much? That is a question that really depends on your resources and the party. I once had a conversation that if you are splitting gold evenly that by the time a heavily armored character is wearing full plate (1500 gold) that a character who doesn't use a lot of equipment like the monk could have purchased 30 healing potions. At 2d4+2, that is an average of 210 extra health for the party. Before short resting to use HD. Before spells that heal. And if we do take too much damage then we retreat, find a place to long rest, then go again another time. Unless we are on a time limit or there are infinite monsters, eventually the players can stop taking damage from fights and focus on the exploration. In which case, they have the tools to succeed. Because, notice, the biggest challenge in exploration... is monsters that you have to fight in the combat pillar....Weird, right? [/QUOTE]
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