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Why Exploration Is the Worst Pillar
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<blockquote data-quote="TheSword" data-source="post: 8376458" data-attributes="member: 6879661"><p>The stairs point up… that would be enough for a lot of people.</p><p></p><p>Maybe our group are grognards but it is alien to me to explore a possibly endless unknown underground area first when there is a finite first floor to check instead. Particularly when leaving potential enemies or hazards above could leave you trapped between two parties if you head downstairs. </p><p></p><p>There are tons of rules. Literally hundreds. How many hp and what’s the AC of a stone wall vs a wooden wall. Climbing rules to ascend the inner wall of a moat, jumping rules to get across that chasm I mentioned, saving throws against a huge range of hazards, the skill check system. Vision and light rules to see how far you can detect and how this affects skill checks to spot things, not to mention a huge range of spells that affect exploration and can be used as examples of non-magical effects… on and on. Exploration is choc full of crunch.</p><p></p><p>I do think this has been answered. It’s perception to detect a door. Though if you have good reason, of course you can use another skill or method… survival to spot tracks leading up to the wall, or proficiency Alchemy to notice the smell of hydraulic fluid etc. Nature to see that the moss on that area of wall is newer. Etc.</p><p></p><p>If the DM isn’t in the right groove, then of course it isn’t going to work. But I would say the same thing about combat, and definitely about roleplay. These things can also be leveraged and skipped. How many players have you seen that shoot first and ask questions later?</p><p></p><p>I really struggle to see how roleplay isn’t entirely DM dependent. To be honest I think it requires far more improvisations and work to roleplay NPCs well than it does to go through exploration.</p><p></p><p>Combat should be just as DM dependent if the DM is creating interesting combat environments, using good monster tactics, adjusting base monsters to make them more interesting, and adjudicating dynamic combat actions. Rather than just the orc swings his sword at you. It misses.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8376458, member: 6879661"] The stairs point up… that would be enough for a lot of people. Maybe our group are grognards but it is alien to me to explore a possibly endless unknown underground area first when there is a finite first floor to check instead. Particularly when leaving potential enemies or hazards above could leave you trapped between two parties if you head downstairs. There are tons of rules. Literally hundreds. How many hp and what’s the AC of a stone wall vs a wooden wall. Climbing rules to ascend the inner wall of a moat, jumping rules to get across that chasm I mentioned, saving throws against a huge range of hazards, the skill check system. Vision and light rules to see how far you can detect and how this affects skill checks to spot things, not to mention a huge range of spells that affect exploration and can be used as examples of non-magical effects… on and on. Exploration is choc full of crunch. I do think this has been answered. It’s perception to detect a door. Though if you have good reason, of course you can use another skill or method… survival to spot tracks leading up to the wall, or proficiency Alchemy to notice the smell of hydraulic fluid etc. Nature to see that the moss on that area of wall is newer. Etc. If the DM isn’t in the right groove, then of course it isn’t going to work. But I would say the same thing about combat, and definitely about roleplay. These things can also be leveraged and skipped. How many players have you seen that shoot first and ask questions later? I really struggle to see how roleplay isn’t entirely DM dependent. To be honest I think it requires far more improvisations and work to roleplay NPCs well than it does to go through exploration. Combat should be just as DM dependent if the DM is creating interesting combat environments, using good monster tactics, adjusting base monsters to make them more interesting, and adjudicating dynamic combat actions. Rather than just the orc swings his sword at you. It misses. [/QUOTE]
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