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Why Exploration Is the Worst Pillar
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<blockquote data-quote="TheSword" data-source="post: 8380019" data-attributes="member: 6879661"><p>I don’t believe mystery does need to be a social challenge. You can have a mystery without engaging with any other people at all. I gave an example of the haunted house earlier in the thread. Magic can help - divination etc, but in the example I gave there was no solution but to go room to room and start investigating.</p><p></p><p>We had a similar situation in our last adventure session. 3 braziers radiating conjugation magic. Two had small quantities of gem dust around the rim. There was a secret door behind the third. A large black pool of inky liquid surrounded by 3 raised platforms that had a selection of holy symbols of 3 dead gods on them. An elevator that led upwards to a disused part of a mine. There was plenty to explore there without anyone speaking to anyone else.</p><p></p><p>I claimed no such thing. You said that the rules for 5e had only very minor elements for exploration. I said that exploration made up a huge part of the rule of the game.</p><p></p><p>I disagree that building a house is a basic thing in the game. I’ve played and DM’d dozens of campaigns in the last 6 years of 5e and building a house came up once… trollskull Manor that had basic rules for running the business.</p><p></p><p>If that’s what you want though, the great thing about 5e is that there’s a slew of 3pp products - stronghold builders guide by Matt Coleville for instance - that scratch that itch. DMg has a page count. It gives the basics and then future products and 3pp add to that.</p><p></p><p>The solutions are there, you’d rather just keep entrenching yourself.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8380019, member: 6879661"] I don’t believe mystery does need to be a social challenge. You can have a mystery without engaging with any other people at all. I gave an example of the haunted house earlier in the thread. Magic can help - divination etc, but in the example I gave there was no solution but to go room to room and start investigating. We had a similar situation in our last adventure session. 3 braziers radiating conjugation magic. Two had small quantities of gem dust around the rim. There was a secret door behind the third. A large black pool of inky liquid surrounded by 3 raised platforms that had a selection of holy symbols of 3 dead gods on them. An elevator that led upwards to a disused part of a mine. There was plenty to explore there without anyone speaking to anyone else. I claimed no such thing. You said that the rules for 5e had only very minor elements for exploration. I said that exploration made up a huge part of the rule of the game. I disagree that building a house is a basic thing in the game. I’ve played and DM’d dozens of campaigns in the last 6 years of 5e and building a house came up once… trollskull Manor that had basic rules for running the business. If that’s what you want though, the great thing about 5e is that there’s a slew of 3pp products - stronghold builders guide by Matt Coleville for instance - that scratch that itch. DMg has a page count. It gives the basics and then future products and 3pp add to that. The solutions are there, you’d rather just keep entrenching yourself. [/QUOTE]
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