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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Fanaelialae" data-source="post: 8382746" data-attributes="member: 53980"><p>You can run exploration without needing to change exploration. The default works. Depending on your party composition, it can be made easy, but I've heard plenty of folks complain that combat is too easy (if you follow the baseline). Other parties won't even have access to many/any of the spells you mention, and therefore it won't be a concern there at all.</p><p></p><p>You don't need to curtail or remove any spells, unless you want to run a more survival oriented game than the baseline assumes. Then, sure, you need to make a few adjustments. It's not difficult for an experienced GM. IME, new GMs are fine with just following the baseline (they have enough on their plate learning the craft, without fiddling needlessly with the rules).</p><p></p><p>Some of the solutions that are presented on these forums to address yoyo healing are far more complicated than the modicum of effort it would take to remove the abilities that make survival easy. You don't need to ban each spell individually, just use a catch-all like my friend did for his desert campaign. If the players aren't sure whether something qualifies, they can simply ask.</p><p></p><p>It is actually that the manual doesn't tell you how. All of the pieces are there. A group can (consciously or subconsciously) opt in or out just by their choices at character creation. An all fighter group, for example, is going to find survival much more challenging than a party made up of a ranger, cleric, druid, and wizard (and even there, spell selection will play a significant role as to how easy or not survival is).</p><p></p><p>Moreover, this is just survival, which is only one aspect of exploration that not all groups want to engage with. As has been pointed out, there are numerous other types of exploration encounters, from mysteries to wonderment to clocks. If you don't like them, that's fine. That's a matter of playstyle. Pretending they don't exist however, is like squeezing your eyes shut, plugging your ears, and humming loudly. It's your choice to do so, but it doesn't actually change reality.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8382746, member: 53980"] You can run exploration without needing to change exploration. The default works. Depending on your party composition, it can be made easy, but I've heard plenty of folks complain that combat is too easy (if you follow the baseline). Other parties won't even have access to many/any of the spells you mention, and therefore it won't be a concern there at all. You don't need to curtail or remove any spells, unless you want to run a more survival oriented game than the baseline assumes. Then, sure, you need to make a few adjustments. It's not difficult for an experienced GM. IME, new GMs are fine with just following the baseline (they have enough on their plate learning the craft, without fiddling needlessly with the rules). Some of the solutions that are presented on these forums to address yoyo healing are far more complicated than the modicum of effort it would take to remove the abilities that make survival easy. You don't need to ban each spell individually, just use a catch-all like my friend did for his desert campaign. If the players aren't sure whether something qualifies, they can simply ask. It is actually that the manual doesn't tell you how. All of the pieces are there. A group can (consciously or subconsciously) opt in or out just by their choices at character creation. An all fighter group, for example, is going to find survival much more challenging than a party made up of a ranger, cleric, druid, and wizard (and even there, spell selection will play a significant role as to how easy or not survival is). Moreover, this is just survival, which is only one aspect of exploration that not all groups want to engage with. As has been pointed out, there are numerous other types of exploration encounters, from mysteries to wonderment to clocks. If you don't like them, that's fine. That's a matter of playstyle. Pretending they don't exist however, is like squeezing your eyes shut, plugging your ears, and humming loudly. It's your choice to do so, but it doesn't actually change reality. [/QUOTE]
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