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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Asisreo" data-source="post: 8377174" data-attributes="member: 7019027"><p>Then you're not looking well enough. What's your passive Perception again?</p><p></p><p>You don't roll. If it was a situation you couldn't fail, you succeed without a roll. </p><p></p><p>Uh, yes. You do that so they can use their feature. Do you never use undead below CR 1 in an undead campaign just because the cleric has Turn Undead? You're essentially nullifying that feature and they might as well not have it anymore. </p><p></p><p>The ambush imparts the surprised condition just before combat is rolled. It occurs too late for the cleric to verbally react and discuss with others. </p><p></p><p>When you perceive something, you'll notice the object but you won't know more until you investigate. The players can make assumptions and avoid everything but that's dangerous in-and-of-itself. </p><p></p><p>All it takes is for them to say "I want to take a closer look" or "I want to turn away," then they deal with those consequences. </p><p>[HR][/HR]</p><p>I believe the crutch of the miscommunication is that your DMs appear to improvise the game on a session-to-session basis. I do not. </p><p></p><p>I've already completely created the adventure by time the players sit at the table for session 0. The maps, the lore, the dungeons, and the wilderness are done and I run them as written. I improvise the interactions but once a trap is set with a DC and an effect, its there and I'm not changing it. If the players somehow pass it with ease, cool. They should feel proud of themselves. </p><p></p><p>I'm not one to enjoy curated games because my choices begin to matter less and I'll end up with some bitter mindset about the game.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8377174, member: 7019027"] Then you're not looking well enough. What's your passive Perception again? You don't roll. If it was a situation you couldn't fail, you succeed without a roll. Uh, yes. You do that so they can use their feature. Do you never use undead below CR 1 in an undead campaign just because the cleric has Turn Undead? You're essentially nullifying that feature and they might as well not have it anymore. The ambush imparts the surprised condition just before combat is rolled. It occurs too late for the cleric to verbally react and discuss with others. When you perceive something, you'll notice the object but you won't know more until you investigate. The players can make assumptions and avoid everything but that's dangerous in-and-of-itself. All it takes is for them to say "I want to take a closer look" or "I want to turn away," then they deal with those consequences. [HR][/HR] I believe the crutch of the miscommunication is that your DMs appear to improvise the game on a session-to-session basis. I do not. I've already completely created the adventure by time the players sit at the table for session 0. The maps, the lore, the dungeons, and the wilderness are done and I run them as written. I improvise the interactions but once a trap is set with a DC and an effect, its there and I'm not changing it. If the players somehow pass it with ease, cool. They should feel proud of themselves. I'm not one to enjoy curated games because my choices begin to matter less and I'll end up with some bitter mindset about the game. [/QUOTE]
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