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General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
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<blockquote data-quote="Lyxen" data-source="post: 8380141" data-attributes="member: 7032025"><p>The thing is that, if you consider the three areas of the game, you can certainly try to order them in terms of amount of rules provided:</p><ol> <li data-xf-list-type="ol">Combat: Tons of rules, and tools for encounter building</li> <li data-xf-list-type="ol">Exploration: Quite a few rules and a few tools (DCs)</li> <li data-xf-list-type="ol">Social: Almost no rules and absolutely no tools</li> </ol><p>When you look at this, I'm wondering why people complain so much about the exploration pillar...</p><p></p><p>Especially since you consider that, in terms of time taken by players to resolve a situation, at least at our table, combat takes the longest per amount or preparation, then probably exploration. Social is a bit of a special case, our tables spend hours on social encounters and roleplay, but it's as much planning and discussion as actual resolution anyway.</p><p></p><p>And, although I like it best by far, I find it hard to create social encounters, where I need to define the NPCs, the intrigue, what all the NPCs are doing behind the PCs backs, etc. Fortunately the players discussions help a lot formulating new plots and improvising, but still.</p><p></p><p>Whereas honestly an exploration challenge is not that hard if you have a bit of imagination. Just imagine the situation from any movie or book of the genre, present it to the players, and ideas will start flying, just select the ones that make sense and look cool.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8380141, member: 7032025"] The thing is that, if you consider the three areas of the game, you can certainly try to order them in terms of amount of rules provided: [LIST=1] [*]Combat: Tons of rules, and tools for encounter building [*]Exploration: Quite a few rules and a few tools (DCs) [*]Social: Almost no rules and absolutely no tools [/LIST] When you look at this, I'm wondering why people complain so much about the exploration pillar... Especially since you consider that, in terms of time taken by players to resolve a situation, at least at our table, combat takes the longest per amount or preparation, then probably exploration. Social is a bit of a special case, our tables spend hours on social encounters and roleplay, but it's as much planning and discussion as actual resolution anyway. And, although I like it best by far, I find it hard to create social encounters, where I need to define the NPCs, the intrigue, what all the NPCs are doing behind the PCs backs, etc. Fortunately the players discussions help a lot formulating new plots and improvising, but still. Whereas honestly an exploration challenge is not that hard if you have a bit of imagination. Just imagine the situation from any movie or book of the genre, present it to the players, and ideas will start flying, just select the ones that make sense and look cool. [/QUOTE]
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Why Exploration Is the Worst Pillar
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