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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Lyxen" data-source="post: 8383720" data-attributes="member: 7032025"><p>Even if things are not automatic in the real world (but are they really not automatic ?), it does not mean that they need to be manual in their resolution, because it's only a game. I suspect (seeing as you employ the world "realism" below), that this is a fundamental difference in our approaches.</p><p></p><p></p><p></p><p>My take is that D&D certainly does not aim at realism. It's intent is at best simulationist, but with a simulation of the high fantasy genre, where it can be as narrativist as really simulationist. It's a matter of taste.</p><p></p><p></p><p></p><p>But this is not the principle of Take 20. The principle is that the group dismantles the room and takes as much time as needed to find whatever can be found with their skill.</p><p></p><p>If you do the exercise above in limited time, I agree that luck is important (what are you searching first ?), but the principle of Take 20 is different, you have given all you can, so narratively it makes sense to skip to the conclusion.</p><p></p><p>Again, a matter of taste, I understand your realism perspective but mine is different in a game which is about storytelling (mine is, at least).</p><p></p><p></p><p></p><p>If this is what your table is looking for, it's perfect, it's just that there are so many ways to play the game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>If some players indeed take the time to fill in their character sheet, I understand them feeling a bit cheated if this rule is used. But then, it's a question of preference at the table. If everyone prefers a more inventive game (this is not to say superior) than one rewarding preparedness (which is also a quality), it will not be a problem and even analytic people will enjoy the end result, I think.</p><p></p><p></p><p></p><p>This is why for me exploration with that level of detail is reserved to the very low levels, in which case it works OK.</p><p></p><p></p><p></p><p>And I'm fine with that, but it's a question of context. This is funny when you're looking for a string to hook the kobold trap, but when assaulting the astral fortress of the Lich Queen, it's not going to hand on a piece of string. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I mean, it could in a sense, but players will have myriad of other solutions at that point in their career.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8383720, member: 7032025"] Even if things are not automatic in the real world (but are they really not automatic ?), it does not mean that they need to be manual in their resolution, because it's only a game. I suspect (seeing as you employ the world "realism" below), that this is a fundamental difference in our approaches. My take is that D&D certainly does not aim at realism. It's intent is at best simulationist, but with a simulation of the high fantasy genre, where it can be as narrativist as really simulationist. It's a matter of taste. But this is not the principle of Take 20. The principle is that the group dismantles the room and takes as much time as needed to find whatever can be found with their skill. If you do the exercise above in limited time, I agree that luck is important (what are you searching first ?), but the principle of Take 20 is different, you have given all you can, so narratively it makes sense to skip to the conclusion. Again, a matter of taste, I understand your realism perspective but mine is different in a game which is about storytelling (mine is, at least). If this is what your table is looking for, it's perfect, it's just that there are so many ways to play the game. :) If some players indeed take the time to fill in their character sheet, I understand them feeling a bit cheated if this rule is used. But then, it's a question of preference at the table. If everyone prefers a more inventive game (this is not to say superior) than one rewarding preparedness (which is also a quality), it will not be a problem and even analytic people will enjoy the end result, I think. This is why for me exploration with that level of detail is reserved to the very low levels, in which case it works OK. And I'm fine with that, but it's a question of context. This is funny when you're looking for a string to hook the kobold trap, but when assaulting the astral fortress of the Lich Queen, it's not going to hand on a piece of string. :) I mean, it could in a sense, but players will have myriad of other solutions at that point in their career. [/QUOTE]
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