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Why Exploration Is the Worst Pillar
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<blockquote data-quote="tetrasodium" data-source="post: 8382147" data-attributes="member: 93670"><p>There are a great many more problems. Create food and water is behind a bunch of other larger problems deliberately created to negate or trivialize any impact that might be added through exploration. Simply removing banning or nerfing a bunch of stuff creates a new problem though.</p><p></p><p>As [USER=16814]@Ovinomancer[/USER] mentioned earlier about the gm needing to have the experience to quickly recognize the problematic elements while knowing how to alter them in order to avoid creating new ones is certainly half of that problem. If the players do not also have that experience they will be given s bad impression of an apparent adversarial gm rolling out a long laundry list of nerfs right out of the gate for no reason that they as players can see. Without a sidebar from wotc te GM can point at to say "we are using this option" the gm has no good way of easily correcting the bad impression wotc set them up to make for daring to strip away all the fun protecting abilities in order to create new problems & complications wotc went to great lengths in order to keep that type of unfun gameplay from wrecking the perfection thst is 5e. In past editions the GM had a variety of dials they could adjust so players got a boon in this & that area making up for how this other one might hurt or even frustrate a bit , but in 5e they are all already tuned to 11 in favor of the players out of the box to force mass nerds as step zero for the gm to take.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8382147, member: 93670"] There are a great many more problems. Create food and water is behind a bunch of other larger problems deliberately created to negate or trivialize any impact that might be added through exploration. Simply removing banning or nerfing a bunch of stuff creates a new problem though. As [USER=16814]@Ovinomancer[/USER] mentioned earlier about the gm needing to have the experience to quickly recognize the problematic elements while knowing how to alter them in order to avoid creating new ones is certainly half of that problem. If the players do not also have that experience they will be given s bad impression of an apparent adversarial gm rolling out a long laundry list of nerfs right out of the gate for no reason that they as players can see. Without a sidebar from wotc te GM can point at to say "we are using this option" the gm has no good way of easily correcting the bad impression wotc set them up to make for daring to strip away all the fun protecting abilities in order to create new problems & complications wotc went to great lengths in order to keep that type of unfun gameplay from wrecking the perfection thst is 5e. In past editions the GM had a variety of dials they could adjust so players got a boon in this & that area making up for how this other one might hurt or even frustrate a bit , but in 5e they are all already tuned to 11 in favor of the players out of the box to force mass nerds as step zero for the gm to take. [/QUOTE]
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