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General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
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<blockquote data-quote="Chaosmancer" data-source="post: 8380115" data-attributes="member: 6801228"><p>This is also true.</p><p></p><p>So, getting lost isn't a real exploration challenge. Complications can vary but the game doesn't provide us with a good baseline for complications.</p><p></p><p>So, how do we make overland travel a challenge, without making it majority combat or risking the fickleness of a time limit? I don't see anything int he rules that gives a good answer to this.</p><p></p><p>Edit: and to be clear, this is sort of the insidious problem with rangers and their abilities in regards to clocks. </p><p></p><p>Let us say that the cult of ultimate evil will complete their ritual in one month's time. A party without a ranger will need to hurry and rush to barely make it within that month's time.... But if they have a ranger it will only take them two weeks (because they ignore difficult terrain) </p><p></p><p>So, a DM with a ranger in the party, who wants a meaningful clock, needs to change it so the Cult is going to complete their ritual in two weeks, because now the clock is ticking again, accounting for the increased speed of the ranger. </p><p></p><p>And if you set it up that the ritual is going to happen in a week, regardless of anything, then the ranger's abilities and the everything else don't matter, because you'll never make it in time, so the clock isn't ticking, it has run out, and there is no point in rushing. This is the problem with ticking clocks, you need to account for the party's actual speed to make a meaningful clock, and the ranger speeding you up therefore also needs accounting for, or you will arrive with two weeks to spare, and there really was no ticking clock</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8380115, member: 6801228"] This is also true. So, getting lost isn't a real exploration challenge. Complications can vary but the game doesn't provide us with a good baseline for complications. So, how do we make overland travel a challenge, without making it majority combat or risking the fickleness of a time limit? I don't see anything int he rules that gives a good answer to this. Edit: and to be clear, this is sort of the insidious problem with rangers and their abilities in regards to clocks. Let us say that the cult of ultimate evil will complete their ritual in one month's time. A party without a ranger will need to hurry and rush to barely make it within that month's time.... But if they have a ranger it will only take them two weeks (because they ignore difficult terrain) So, a DM with a ranger in the party, who wants a meaningful clock, needs to change it so the Cult is going to complete their ritual in two weeks, because now the clock is ticking again, accounting for the increased speed of the ranger. And if you set it up that the ritual is going to happen in a week, regardless of anything, then the ranger's abilities and the everything else don't matter, because you'll never make it in time, so the clock isn't ticking, it has run out, and there is no point in rushing. This is the problem with ticking clocks, you need to account for the party's actual speed to make a meaningful clock, and the ranger speeding you up therefore also needs accounting for, or you will arrive with two weeks to spare, and there really was no ticking clock [/QUOTE]
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