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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Ovinomancer" data-source="post: 8384508" data-attributes="member: 16814"><p>Well, the immediate pivot to dismissing any ideas I might have certainly seems like a good approach to make me think this ask is going to have any good faith consideration.</p><p></p><p>Let's instead look at what's already in 5e. We have a system where we know how much you have to eat and drink, how much that weighs, a system that interacts by saying how much you can carry(encumbrance), and a system that interacts in what happens when you fail to eat and drink(resting). Added to this, we have a system that determines how you recover from lots of possible things. We also have a system that determines how far, in miles, PCs can travel in a day, that has a subsystem that interacts with exhaustion. We also have a system of "jobs" while traveling, that interacts with the ability check system as to what can be done on a trip and whether or not certain passive scores are enabled or have dis/advantage. Okay, that's the start. Now we have backgrounds that can interact with all of that, we have class features that interact with all of that, and we have the spell system which has very heavy interaction with all of that. However, all of these interactions are to negate, mitigate, or eliminate the need to pay attention to or to care about consequences of these systems. And then you have magic items, which do the same.</p><p></p><p>So, that seems pretty granular and allotted to resolution mechanics already, except that a lot of these interactions are to moot or mitigate other resolution mechanics. It's a mess, and GMs are left with no discussion or help on how to deal with this mismatch, which is quite granular and allotted to resolution mechanics.</p><p></p><p>So, the call that whatever I might like would be to make this worse seems very odd, because there's a lot of much simpler approaches that don't have near this complexity of interaction, and lack the incoherence of the already provided systems. 5e is already built to have highly granular survival style interactions be a core part of exploration, but then to rapidly make that moot and not worth the bother. Which leaves nothing much at all except GM says.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8384508, member: 16814"] Well, the immediate pivot to dismissing any ideas I might have certainly seems like a good approach to make me think this ask is going to have any good faith consideration. Let's instead look at what's already in 5e. We have a system where we know how much you have to eat and drink, how much that weighs, a system that interacts by saying how much you can carry(encumbrance), and a system that interacts in what happens when you fail to eat and drink(resting). Added to this, we have a system that determines how you recover from lots of possible things. We also have a system that determines how far, in miles, PCs can travel in a day, that has a subsystem that interacts with exhaustion. We also have a system of "jobs" while traveling, that interacts with the ability check system as to what can be done on a trip and whether or not certain passive scores are enabled or have dis/advantage. Okay, that's the start. Now we have backgrounds that can interact with all of that, we have class features that interact with all of that, and we have the spell system which has very heavy interaction with all of that. However, all of these interactions are to negate, mitigate, or eliminate the need to pay attention to or to care about consequences of these systems. And then you have magic items, which do the same. So, that seems pretty granular and allotted to resolution mechanics already, except that a lot of these interactions are to moot or mitigate other resolution mechanics. It's a mess, and GMs are left with no discussion or help on how to deal with this mismatch, which is quite granular and allotted to resolution mechanics. So, the call that whatever I might like would be to make this worse seems very odd, because there's a lot of much simpler approaches that don't have near this complexity of interaction, and lack the incoherence of the already provided systems. 5e is already built to have highly granular survival style interactions be a core part of exploration, but then to rapidly make that moot and not worth the bother. Which leaves nothing much at all except GM says. [/QUOTE]
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