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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Imaro" data-source="post: 8384474" data-attributes="member: 48965"><p>I don't understand this... Have you never had a combat where for whatever reason (noise, waiting in ambush, betrayal, etc.) new combatants enter the fray? Have you never had opponents who have faced your PC's on more than one occasion... or have henchmen who faced them and were able to relay their tactics and general capabilities to the BBEG so that he/she was prepared for them? The fact that surprise is a part of combat means the space and rules can change...</p><p></p><p></p><p></p><p>Okay putting aside the fact that lost is defined in the D&D DMG as inadvertently travelling in the wrong direction and spending 1d6 hours before being able to check to see if you travel in the correct direction... and doesn't mean... "always knows the route". In fact being lost or not only deals with whether one spends time going in the correct direction not anything around a specific route... Let's put the actual rules aside and...</p><p></p><p>What if there is? What if there is an impassable river or magical interference or a number of other things that could plausibly be in the wilderness of a world where magic and monsters exist?? The ranger's ability in no way guarantees totally safe passage. the fact you've chosen to homebrew it into that is a self-made problem.</p><p></p><p></p><p>I would consider tailoring your challenges to your players good advice... and I believe, though I could be worng that 5e espouses that philosophy.</p><p></p><p>That said the "challenge" shifting is an assumption you are making... it easily could have also had a complication added to it or it could have been set up beforehand.</p><p></p><p></p><p></p><p>You're addressing the specific example but instead try addressing the principle of putting the players in a situation where they can choose between that safe hut or something else... an NPC, treasure, knowledge, etc. The specific doesn't matter... What do they value? Put it at risk or up for grabs and suddenly that hut isn't ALWAYS a safe haven no one will venture out of.</p><p></p><p></p><p></p><p>Every challenge you create for the PC's is a direct action against some ability they have. Seriously you are challenging their capabilities, that is kind of the point of the game. My example doesn't neutralize anything... it offers a choice, that's the challenge.</p><p></p><p></p><p></p><p>Again let go of the specific example... it's not the point.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8384474, member: 48965"] I don't understand this... Have you never had a combat where for whatever reason (noise, waiting in ambush, betrayal, etc.) new combatants enter the fray? Have you never had opponents who have faced your PC's on more than one occasion... or have henchmen who faced them and were able to relay their tactics and general capabilities to the BBEG so that he/she was prepared for them? The fact that surprise is a part of combat means the space and rules can change... Okay putting aside the fact that lost is defined in the D&D DMG as inadvertently travelling in the wrong direction and spending 1d6 hours before being able to check to see if you travel in the correct direction... and doesn't mean... "always knows the route". In fact being lost or not only deals with whether one spends time going in the correct direction not anything around a specific route... Let's put the actual rules aside and... What if there is? What if there is an impassable river or magical interference or a number of other things that could plausibly be in the wilderness of a world where magic and monsters exist?? The ranger's ability in no way guarantees totally safe passage. the fact you've chosen to homebrew it into that is a self-made problem. I would consider tailoring your challenges to your players good advice... and I believe, though I could be worng that 5e espouses that philosophy. That said the "challenge" shifting is an assumption you are making... it easily could have also had a complication added to it or it could have been set up beforehand. You're addressing the specific example but instead try addressing the principle of putting the players in a situation where they can choose between that safe hut or something else... an NPC, treasure, knowledge, etc. The specific doesn't matter... What do they value? Put it at risk or up for grabs and suddenly that hut isn't ALWAYS a safe haven no one will venture out of. Every challenge you create for the PC's is a direct action against some ability they have. Seriously you are challenging their capabilities, that is kind of the point of the game. My example doesn't neutralize anything... it offers a choice, that's the challenge. Again let go of the specific example... it's not the point. [/QUOTE]
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