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Why Exploration Is the Worst Pillar
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<blockquote data-quote="iserith" data-source="post: 8376342" data-attributes="member: 97077"><p>Feel free to tell me what is inaccurate about what I said is likely the case with your games. I already ascertained correctly that time doesn't often matter which immediately reduces difficulty in your exploration challenges.</p><p></p><p></p><p>You lost time. You made noise. You lost the unseen servant and creating another one will cost more time. You still have to deal with the trap. As I've already explained, whether this is positive depends on how you ask the dramatic question.</p><p></p><p>But again, since time doesn't often matter much in your games (so you say), this is no big deal, which makes rituals like unseen servant better than in a game where time does often matter.</p><p></p><p></p><p>It's only a versatile and powerful tool because of how you run your games.</p><p></p><p></p><p>Wandering monsters make the exploration challenge more difficulty by adding an element with which the players must contend when making decisions. The difficulty is in the decision making. It's not "How do I locate the trap?" It's "How do I locate the trap quickly and without drawing attention to the party?" That's a harder question to answer, made harder when resources are low. So, difficulty increased. In your games, when time doesn't matter, the answer is easier - cast a ritual that costs me no resources and take all the time I want. Perhaps you can see why your objections ring a bit hollow to people who run their games differently.</p><p></p><p>And one can absolutely have time pressure every time and that form of pressure can take a lot of different forms or be applied in more than one way. In earlier versions of the game, it was baked right into the design. And it works great in D&D 5e, too. The DMG advocates for random encounters, tracking time, and event-based adventures. You certainly can play it where time doesn't matter, too, but it should be obvious by now what some of the trade-offs are when it comes to exploration challenges.</p></blockquote><p></p>
[QUOTE="iserith, post: 8376342, member: 97077"] Feel free to tell me what is inaccurate about what I said is likely the case with your games. I already ascertained correctly that time doesn't often matter which immediately reduces difficulty in your exploration challenges. You lost time. You made noise. You lost the unseen servant and creating another one will cost more time. You still have to deal with the trap. As I've already explained, whether this is positive depends on how you ask the dramatic question. But again, since time doesn't often matter much in your games (so you say), this is no big deal, which makes rituals like unseen servant better than in a game where time does often matter. It's only a versatile and powerful tool because of how you run your games. Wandering monsters make the exploration challenge more difficulty by adding an element with which the players must contend when making decisions. The difficulty is in the decision making. It's not "How do I locate the trap?" It's "How do I locate the trap quickly and without drawing attention to the party?" That's a harder question to answer, made harder when resources are low. So, difficulty increased. In your games, when time doesn't matter, the answer is easier - cast a ritual that costs me no resources and take all the time I want. Perhaps you can see why your objections ring a bit hollow to people who run their games differently. And one can absolutely have time pressure every time and that form of pressure can take a lot of different forms or be applied in more than one way. In earlier versions of the game, it was baked right into the design. And it works great in D&D 5e, too. The DMG advocates for random encounters, tracking time, and event-based adventures. You certainly can play it where time doesn't matter, too, but it should be obvious by now what some of the trade-offs are when it comes to exploration challenges. [/QUOTE]
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