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Why Exploration Is the Worst Pillar
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<blockquote data-quote="TheSword" data-source="post: 8378533" data-attributes="member: 6879661"><p>Let me put it another way. If you don’t use diseases because your party has a cleric, you’re removing the cleric’s chance to use their abilities.</p><p></p><p>Disease can be portrayed by symptoms that build into mechanical effects. The cleric then prays for restoration. You’re consuming resources and players feels like they avoided something unpleasant through the intervention from another player. The player still gets the creeping unease that the fever they’re feeling could be something worse.</p><p></p><p>The biggest issue for exploration is that by having one or two encounters per day combat, exploration or otherwise you’re breaking the expectations for a typical adventuring day. Allowing all resources to be thrown at those few incidents. Filling a day with dozens of things feels either tedious and means every journey takes a long time.</p><p></p><p>My preferred solution is the way AIME dealt with it. You can’t get the benefit of a long rest sleeping out on the road, it just isn’t safe or restful enough. You need a place of safety to regain spells and class abilties etc. An inn, an abandoned shrine to a good god, or a cabin in the woods. Finding these locations can make a Rangers abilities shine too.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8378533, member: 6879661"] Let me put it another way. If you don’t use diseases because your party has a cleric, you’re removing the cleric’s chance to use their abilities. Disease can be portrayed by symptoms that build into mechanical effects. The cleric then prays for restoration. You’re consuming resources and players feels like they avoided something unpleasant through the intervention from another player. The player still gets the creeping unease that the fever they’re feeling could be something worse. The biggest issue for exploration is that by having one or two encounters per day combat, exploration or otherwise you’re breaking the expectations for a typical adventuring day. Allowing all resources to be thrown at those few incidents. Filling a day with dozens of things feels either tedious and means every journey takes a long time. My preferred solution is the way AIME dealt with it. You can’t get the benefit of a long rest sleeping out on the road, it just isn’t safe or restful enough. You need a place of safety to regain spells and class abilties etc. An inn, an abandoned shrine to a good god, or a cabin in the woods. Finding these locations can make a Rangers abilities shine too. [/QUOTE]
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