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Why Exploration Is the Worst Pillar
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<blockquote data-quote="tetrasodium" data-source="post: 8380202" data-attributes="member: 93670"><p>There are a few reasons & largely they revolve around the lengths that the 5e designers went through to code the rules against something they treated like abhorrent adventure design. In no particular order</p><ul> <li data-xf-list-type="ul">5e has problems that are equally massive if not even more significant elsewhere too but the tendency to blame the gm makes it easier to divert the discussion into areas like class design spell design gm choices & so forth. For example, 5e is designed to make it so players know that it's nearly impossible for them to die due to various design choices & fixing them all just leads to a continuous cascade of things that also need one off fixes... or the gm could target downed players more often... except monsters rarely have enough attacks to drop then hit a character two times before someone else can heal that pc at least 1 hit point to reset the risk so the gm should redesign monsters and encounters to make certain players will simply be executed & know that's exactly what happened because the gm needs to fix all of the prior things plus a bunch more to make it something other than straight up execution. Usually at some point it gets diverted into situations & specific class tradeoffs then dragged so far from the original problems that are created as a result of players knowing they are basically unkillable that no amount of wrangling will bring things back to the original point diverted by blaming the GM.</li> <li data-xf-list-type="ul">Exploration is a massive pillar that works best when used to apply stress to the party's resources & capabilities but the rules are designed to nullify them making specific scenarios like the bridge washed out one that came up earlier coming down to "ok and?" where all solutions are either a trivial nonissue with no impact or little more than a transparent quicktime event with a penalty the players never had an ability to influence.</li> <li data-xf-list-type="ul">the exploration related rules are utterly indefensible in how they exist to nullify the external pressures that can arise from exploration and as a result the oberoni fallacy & gm blaming lack the ability to kill the original complaint by shifting the discussion away from the original complaint without running into new areas also having rules to nullify the new set of external pressures the spotlight is shifting to.</li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 8380202, member: 93670"] There are a few reasons & largely they revolve around the lengths that the 5e designers went through to code the rules against something they treated like abhorrent adventure design. In no particular order [LIST] [*]5e has problems that are equally massive if not even more significant elsewhere too but the tendency to blame the gm makes it easier to divert the discussion into areas like class design spell design gm choices & so forth. For example, 5e is designed to make it so players know that it's nearly impossible for them to die due to various design choices & fixing them all just leads to a continuous cascade of things that also need one off fixes... or the gm could target downed players more often... except monsters rarely have enough attacks to drop then hit a character two times before someone else can heal that pc at least 1 hit point to reset the risk so the gm should redesign monsters and encounters to make certain players will simply be executed & know that's exactly what happened because the gm needs to fix all of the prior things plus a bunch more to make it something other than straight up execution. Usually at some point it gets diverted into situations & specific class tradeoffs then dragged so far from the original problems that are created as a result of players knowing they are basically unkillable that no amount of wrangling will bring things back to the original point diverted by blaming the GM. [*]Exploration is a massive pillar that works best when used to apply stress to the party's resources & capabilities but the rules are designed to nullify them making specific scenarios like the bridge washed out one that came up earlier coming down to "ok and?" where all solutions are either a trivial nonissue with no impact or little more than a transparent quicktime event with a penalty the players never had an ability to influence. [*]the exploration related rules are utterly indefensible in how they exist to nullify the external pressures that can arise from exploration and as a result the oberoni fallacy & gm blaming lack the ability to kill the original complaint by shifting the discussion away from the original complaint without running into new areas also having rules to nullify the new set of external pressures the spotlight is shifting to. [/LIST] [/QUOTE]
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