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General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
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<blockquote data-quote="Oofta" data-source="post: 8383040" data-attributes="member: 6801845"><p>Time passing is always something I try to take into consideration if it's important, when it comes to checks I just kind of play it by ear. When I have exploration encounters, they tend to be dynamic - I know what the situation is and it's up to the PCs to decide how to overcome it. </p><p></p><p>So sometimes the same check will be possible, sometimes it's possible but at a higher DC, sometimes it doesn't make sense at all to try something again. The problem that I have with trying to add mechanics to it is that ... it becomes a mechanical resolution. People seem to live less and their imagination of the scene we're sharing and instead have their nose in their character sheet so to speak.</p><p></p><p>Or at least that's how I felt at times with 4E. I understood what they were trying to do and why, but too often skill challenges devolve into "Who has what skill that might be useful? Bob, you have a high X, do that while Sue you have a high Y so try that." instead of "We need to escape this web trap, but Grog is stuck and if he pulls it will let the spiders know where we are!"</p><p></p><p>I don't know how better to explain it other than to say that there will never be a perfect system, nor a system that will work for everyone. All I know is that trying to have iron-clad rules for resolving exploration made the game less fun for me. YMMV. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Oofta, post: 8383040, member: 6801845"] Time passing is always something I try to take into consideration if it's important, when it comes to checks I just kind of play it by ear. When I have exploration encounters, they tend to be dynamic - I know what the situation is and it's up to the PCs to decide how to overcome it. So sometimes the same check will be possible, sometimes it's possible but at a higher DC, sometimes it doesn't make sense at all to try something again. The problem that I have with trying to add mechanics to it is that ... it becomes a mechanical resolution. People seem to live less and their imagination of the scene we're sharing and instead have their nose in their character sheet so to speak. Or at least that's how I felt at times with 4E. I understood what they were trying to do and why, but too often skill challenges devolve into "Who has what skill that might be useful? Bob, you have a high X, do that while Sue you have a high Y so try that." instead of "We need to escape this web trap, but Grog is stuck and if he pulls it will let the spiders know where we are!" I don't know how better to explain it other than to say that there will never be a perfect system, nor a system that will work for everyone. All I know is that trying to have iron-clad rules for resolving exploration made the game less fun for me. YMMV. 🤷♂️ [/QUOTE]
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