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Why Exploration Is the Worst Pillar
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<blockquote data-quote="iserith" data-source="post: 8376809" data-attributes="member: 97077"><p>As others have stated, this is a trade-off, not a punishment. It makes the exploration challenge more difficult because the choice to forage isn't "free" and the player needs to decide what to do about that. Things like this make otherwise fairly irrelevant choices meaningful and, in my experience, the more meaningful choices players can make per unit of time make for a better game.</p><p></p><p>Further, if a player finds counting rations tedious, then that's something to discuss with the DM so they can make an adjustments to the game so that they don't focus on that. <em>Why on earth</em> would I implement something that the players don't find fun for which they have to take backgrounds, classes, spells, or the like just to avoid?</p></blockquote><p></p>
[QUOTE="iserith, post: 8376809, member: 97077"] As others have stated, this is a trade-off, not a punishment. It makes the exploration challenge more difficult because the choice to forage isn't "free" and the player needs to decide what to do about that. Things like this make otherwise fairly irrelevant choices meaningful and, in my experience, the more meaningful choices players can make per unit of time make for a better game. Further, if a player finds counting rations tedious, then that's something to discuss with the DM so they can make an adjustments to the game so that they don't focus on that. [I]Why on earth[/I] would I implement something that the players don't find fun for which they have to take backgrounds, classes, spells, or the like just to avoid? [/QUOTE]
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Why Exploration Is the Worst Pillar
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