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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Chaosmancer" data-source="post: 8381502" data-attributes="member: 6801228"><p>Sure, attacking the cult is still a challenge. But the journey to get there was the point, that was the challenge we were hoping to improve... and much like in the game itself it seems the best answer is to skip it.</p><p></p><p></p><p></p><p>Very much depending on your playstyle, but I've had this conversation dozens of times. And other than water you can carry weeks worth or supplies and tools, with encumbrance limits, and after that you can start some very easy survival rolls. As long as you have a way to reliably fill up on water (water is far heavier than everything else), there is nothing here that is a challenge. And even that is defeated if you have a spare spell slot by the end of the day, or encounter a body of water. We've talked about exhaustion and the various ways the game gives it to come up, but again, water cancels hot weather, winter clothes cancel cold weather, and with no time pressure forced marches are off the table, so exhaustion doesn't come into play. </p><p></p><p>You guys have listed these rules time and again, but when I turn to actually engaging the rules, you clam up and don't say anything about them, so I don't see how they are of any use.</p><p></p><p></p><p></p><p>It shouldn't be so trivial to skip the exploration steps. It shouldn't keep happening that when we dig down, we find that there is nothing but DM fiat holding it together.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8381502, member: 6801228"] Sure, attacking the cult is still a challenge. But the journey to get there was the point, that was the challenge we were hoping to improve... and much like in the game itself it seems the best answer is to skip it. Very much depending on your playstyle, but I've had this conversation dozens of times. And other than water you can carry weeks worth or supplies and tools, with encumbrance limits, and after that you can start some very easy survival rolls. As long as you have a way to reliably fill up on water (water is far heavier than everything else), there is nothing here that is a challenge. And even that is defeated if you have a spare spell slot by the end of the day, or encounter a body of water. We've talked about exhaustion and the various ways the game gives it to come up, but again, water cancels hot weather, winter clothes cancel cold weather, and with no time pressure forced marches are off the table, so exhaustion doesn't come into play. You guys have listed these rules time and again, but when I turn to actually engaging the rules, you clam up and don't say anything about them, so I don't see how they are of any use. It shouldn't be so trivial to skip the exploration steps. It shouldn't keep happening that when we dig down, we find that there is nothing but DM fiat holding it together. [/QUOTE]
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