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General Tabletop Discussion
*Dungeons & Dragons
Why I think we don't need rules for exploration, just tools.
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<blockquote data-quote="SteveC" data-source="post: 6241638" data-attributes="member: 9053"><p>Exploration rules are critical for Next, and they're actually one of the things I like about the current edition. It's as if someone on the Wizard's development team played some sessions of The One Ring.</p><p></p><p>Why? What do you get from them? If you define exploration as one of the pillars of the game, you need rules for it, and characters need to be able to be able to do different things to contribute to exploration, much like combat and social encounters. If there's a character who's specialty is exploration (which many people want the rogue to be) they had better actually be able to do something awesome while exploring. If you define a thing as being a pillar of the game, then let's have some rules to encourage you to do it!</p><p></p><p>As to how "turn-based minigame-esque" you actually need to be, I think opinions will vary here. I like some structure to exploration, but I'd like to see the options to be as free-form as an individual DM wants to be.</p><p></p><p>So yes, exploration rules, please.</p><p></p><p>With that said: I expect that given how Next is progressing, these rules aren't going to make a major showing in the final product, and we'll end up just roleplaying this part of the game, and the classes that are supposed to be good at it since they're not strong in other parts of the game will get ... nothing. I hope I'm wrong, but these rules are definitely not very "old school" feeling, so I suspect they may largely get dropped.</p></blockquote><p></p>
[QUOTE="SteveC, post: 6241638, member: 9053"] Exploration rules are critical for Next, and they're actually one of the things I like about the current edition. It's as if someone on the Wizard's development team played some sessions of The One Ring. Why? What do you get from them? If you define exploration as one of the pillars of the game, you need rules for it, and characters need to be able to be able to do different things to contribute to exploration, much like combat and social encounters. If there's a character who's specialty is exploration (which many people want the rogue to be) they had better actually be able to do something awesome while exploring. If you define a thing as being a pillar of the game, then let's have some rules to encourage you to do it! As to how "turn-based minigame-esque" you actually need to be, I think opinions will vary here. I like some structure to exploration, but I'd like to see the options to be as free-form as an individual DM wants to be. So yes, exploration rules, please. With that said: I expect that given how Next is progressing, these rules aren't going to make a major showing in the final product, and we'll end up just roleplaying this part of the game, and the classes that are supposed to be good at it since they're not strong in other parts of the game will get ... nothing. I hope I'm wrong, but these rules are definitely not very "old school" feeling, so I suspect they may largely get dropped. [/QUOTE]
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Why I think we don't need rules for exploration, just tools.
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