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General Tabletop Discussion
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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Chaosmancer" data-source="post: 8376506" data-attributes="member: 6801228"><p>And how does time not often mattering reduce the difficulty of my combat challenges or social challeges? Or is exploration the only pillar where you are required to have a ticking clock?</p><p></p><p></p><p></p><p>Right, so if you don't have a ticking clock then the only downside is making noise... which is the exact same downside that we would have if the rogue failed. Something you still have not addressed. </p><p></p><p>I'll refer to my earlier question. In a pure exploration challenge, with no combat or social, other than having a death trap that will kill the players if they don't finish in X time, how do you make any of this matter? If we are just exploring for the sake of exploring, do you force a time crunch on the party? Or is this not supposed to be a challenge to explore for the sake of exploration?</p><p></p><p></p><p></p><p>Or because I read the text of the spell. For example, I realized that it says that you summon it within 60 ft... So by looking through a window you can summon it inside a building and use it to unlock the doors to get in. Since it is formless, then it squeezing through an inch crack is entirely possible.</p><p></p><p></p><p></p><p>No, because my objection is that "fight a monster" isn't an exploration challenge, it is a combat challenge. So, your go to solution for exploration getting to easy is to turn to combat. I don't understand how you can't see why that is a problem for the exploration pillar. </p><p></p><p>You don't make combat challenges more difficult by adding secret doors to the room. You don't make social challenges more difficult by giving players a block puzzle. You are just switching to a different pillar.</p><p></p><p></p><p></p><p>The trade off being that with no time pressure and no monsters to fight, you are saying there is no challenge. Or at least a greatly reduced challenge. Which leads us right into problems with exploration, it doesn't contain the tools to solve the problems it has.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8376506, member: 6801228"] And how does time not often mattering reduce the difficulty of my combat challenges or social challeges? Or is exploration the only pillar where you are required to have a ticking clock? Right, so if you don't have a ticking clock then the only downside is making noise... which is the exact same downside that we would have if the rogue failed. Something you still have not addressed. I'll refer to my earlier question. In a pure exploration challenge, with no combat or social, other than having a death trap that will kill the players if they don't finish in X time, how do you make any of this matter? If we are just exploring for the sake of exploring, do you force a time crunch on the party? Or is this not supposed to be a challenge to explore for the sake of exploration? Or because I read the text of the spell. For example, I realized that it says that you summon it within 60 ft... So by looking through a window you can summon it inside a building and use it to unlock the doors to get in. Since it is formless, then it squeezing through an inch crack is entirely possible. No, because my objection is that "fight a monster" isn't an exploration challenge, it is a combat challenge. So, your go to solution for exploration getting to easy is to turn to combat. I don't understand how you can't see why that is a problem for the exploration pillar. You don't make combat challenges more difficult by adding secret doors to the room. You don't make social challenges more difficult by giving players a block puzzle. You are just switching to a different pillar. The trade off being that with no time pressure and no monsters to fight, you are saying there is no challenge. Or at least a greatly reduced challenge. Which leads us right into problems with exploration, it doesn't contain the tools to solve the problems it has. [/QUOTE]
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