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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Imaro" data-source="post: 8380898" data-attributes="member: 48965"><p>So I guess my thoughts on this are as follows...</p><p></p><p>1. Some challenges should be trivial or easily ignored if the right class, feat or whatever has been selected... It rewards the choice a player has made and in moderation is a staple of heroic fantasy.</p><p></p><p>2. If you want a specific range of outcomes for challenges in the exploration tier they need to be customized (just like combat challenges or social challenges) for your particular PC's.</p><p></p><p>3. Often times the pillars should be used in conjunction with each other to achieve a state of challenge for the PC's. As an example... the combat pillar and/or social pillar should be used to deplete resources, hinder PC's, etc. to make exploration non-trivial and vice versa.</p><p></p><p>4. Know the rules for specific things that you feel are trivializing encounters and play to their disadvantages at times. </p><p></p><p>Darkvision: does not allow one to see color and in total darkness grants disadvantage to perception checks. Play on these factors to create a challenging situation. The PC's find themselves forced to climb a sheer cliff face on a moonless night where the natives have color coded the safe hand holds they use for ascent... Suddenly darkvision isn't an overwhelming advantage anymore (But also refer to 1 as the darkvision should at times bypass or make things trivially easy because they chose a race with darkvision).</p><p></p><p>Leomund's Hut : Give the party a challenge that has them choose between the safety of their spell or leaving the area of it. Perhaps one of the rescued children they are escorting wanders out of the dome. Perhaps they can see a traveler being assailed by a band of brigands that they could stop. Do the conditions they are seeking protection from always let up in 8 hrs?? Also use time constraints to make the spell less effective... and so on.</p><p></p><p>5. Use the optional rules from the DMG. Plain and simple use the optional rules for the dungeon masters guide to increase the challenge exploration poses if necessary. Perhaps in the Badlands the environment is so taxing that travel through it has the Gritty Realism rules as an environmental effect. Use Natural/Environmental/Supernatural Hazzards... and create your own since between the DMG and Xanathar's the framework is there (see point 2 above)</p></blockquote><p></p>
[QUOTE="Imaro, post: 8380898, member: 48965"] So I guess my thoughts on this are as follows... 1. Some challenges should be trivial or easily ignored if the right class, feat or whatever has been selected... It rewards the choice a player has made and in moderation is a staple of heroic fantasy. 2. If you want a specific range of outcomes for challenges in the exploration tier they need to be customized (just like combat challenges or social challenges) for your particular PC's. 3. Often times the pillars should be used in conjunction with each other to achieve a state of challenge for the PC's. As an example... the combat pillar and/or social pillar should be used to deplete resources, hinder PC's, etc. to make exploration non-trivial and vice versa. 4. Know the rules for specific things that you feel are trivializing encounters and play to their disadvantages at times. Darkvision: does not allow one to see color and in total darkness grants disadvantage to perception checks. Play on these factors to create a challenging situation. The PC's find themselves forced to climb a sheer cliff face on a moonless night where the natives have color coded the safe hand holds they use for ascent... Suddenly darkvision isn't an overwhelming advantage anymore (But also refer to 1 as the darkvision should at times bypass or make things trivially easy because they chose a race with darkvision). Leomund's Hut : Give the party a challenge that has them choose between the safety of their spell or leaving the area of it. Perhaps one of the rescued children they are escorting wanders out of the dome. Perhaps they can see a traveler being assailed by a band of brigands that they could stop. Do the conditions they are seeking protection from always let up in 8 hrs?? Also use time constraints to make the spell less effective... and so on. 5. Use the optional rules from the DMG. Plain and simple use the optional rules for the dungeon masters guide to increase the challenge exploration poses if necessary. Perhaps in the Badlands the environment is so taxing that travel through it has the Gritty Realism rules as an environmental effect. Use Natural/Environmental/Supernatural Hazzards... and create your own since between the DMG and Xanathar's the framework is there (see point 2 above) [/QUOTE]
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