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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Hussar" data-source="post: 8392752" data-attributes="member: 22779"><p>See, the thing is, pretty much everything that [USER=6799174]@overgeek[/USER] has brought up here has been dealt with.</p><p></p><p>Even the carrying limitations aren't really an issue. No, that's not quite right. Carrying Capacity is a perfect example of why Exploration in D&D isn't particularly well done. Yup, as you outlined [USER=16814]@Ovinomancer[/USER], a bare bones, basic group might, just might be somewhat inconvenienced by carrying capacity.</p><p></p><p>But, add a 5th PC? Suddenly all those problems vanish. Particularly if that 5th PC is a fighter type with a decent strength. Now, to be fair, I did have one group in my Primeval Thule campaign where all 5 character dump statted Str. It was bizarre. And, frankly, I should have insisted on tracking encumberance a bit more, but, by the same token, when the entire group decides to dump strength, they're signally pretty strongly that they're not interested in that kind of game. As a DM, at that point, you have to decide what's fun - punishing the entire group or going with what the group wants to play. And, frankly, even then, with all those low strength character, carrying capacity really isn't much of an issue.</p><p></p><p>Stop and think about this for a moment. Anyone who has done any trekking will know this. You would never, ever carry more than a few days of water. It's just too bloody heavy. Nobody with a choice walks for six or seven days between watering holes. I mean, sure, you're carrying a waterskin, but, you're also typically passing streams, it rains, and there are various other ways to get water as well.</p><p></p><p>And, when it actually does matter that you have to travel with all your water? Sure, it's a challenge, until such time as it becomes a total non-challenge with Create water/Purify water. Makes drinking pee pretty easy when you can automatically purify it, and make it taste good too with prestidigitation. IOW, there are ridiculously easy ways to nullify these challenges.</p><p></p><p>It's never been that these challenges don't exist. We know that. It's that unlike combat or social challenges, you can nullify the challenges so easily. Not just make the challenge easier, but, flat out make the challenge go away. </p><p></p><p>I mean, we haven't even brought up Phantom Steed yet. A 3rd level ritual that lasts for an hour. Two spells and four people are now mounted for the next 40 minutes. Fast pace on the horse is 13 miles/hour, and, frankly, why wouldn't you go that fast, you're outpacing virtually anything that isn't flying. For zero expenditure and I'm blasting past any random encounter, I'm making 8 miles/hour! And, oh look, I never have to worry about exhaustion for going that fast either.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8392752, member: 22779"] See, the thing is, pretty much everything that [USER=6799174]@overgeek[/USER] has brought up here has been dealt with. Even the carrying limitations aren't really an issue. No, that's not quite right. Carrying Capacity is a perfect example of why Exploration in D&D isn't particularly well done. Yup, as you outlined [USER=16814]@Ovinomancer[/USER], a bare bones, basic group might, just might be somewhat inconvenienced by carrying capacity. But, add a 5th PC? Suddenly all those problems vanish. Particularly if that 5th PC is a fighter type with a decent strength. Now, to be fair, I did have one group in my Primeval Thule campaign where all 5 character dump statted Str. It was bizarre. And, frankly, I should have insisted on tracking encumberance a bit more, but, by the same token, when the entire group decides to dump strength, they're signally pretty strongly that they're not interested in that kind of game. As a DM, at that point, you have to decide what's fun - punishing the entire group or going with what the group wants to play. And, frankly, even then, with all those low strength character, carrying capacity really isn't much of an issue. Stop and think about this for a moment. Anyone who has done any trekking will know this. You would never, ever carry more than a few days of water. It's just too bloody heavy. Nobody with a choice walks for six or seven days between watering holes. I mean, sure, you're carrying a waterskin, but, you're also typically passing streams, it rains, and there are various other ways to get water as well. And, when it actually does matter that you have to travel with all your water? Sure, it's a challenge, until such time as it becomes a total non-challenge with Create water/Purify water. Makes drinking pee pretty easy when you can automatically purify it, and make it taste good too with prestidigitation. IOW, there are ridiculously easy ways to nullify these challenges. It's never been that these challenges don't exist. We know that. It's that unlike combat or social challenges, you can nullify the challenges so easily. Not just make the challenge easier, but, flat out make the challenge go away. I mean, we haven't even brought up Phantom Steed yet. A 3rd level ritual that lasts for an hour. Two spells and four people are now mounted for the next 40 minutes. Fast pace on the horse is 13 miles/hour, and, frankly, why wouldn't you go that fast, you're outpacing virtually anything that isn't flying. For zero expenditure and I'm blasting past any random encounter, I'm making 8 miles/hour! And, oh look, I never have to worry about exhaustion for going that fast either. [/QUOTE]
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