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Why I think we don't need rules for exploration, just tools.
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<blockquote data-quote="Iosue" data-source="post: 6242802" data-attributes="member: 6680772"><p>I don't know if you need turn-based exploration. If not, cool. The nice thing about 5e is that the exploration module can be lifted out completely and never used if the group has no interest in it.</p><p></p><p>But for me, I grew up with B/X and BECMI. For me, playing D&D has always been about exploring a dungeon, exploring hexes of wilderness, exploring hexes of wilderness to get to dungeons for more exploration. Through the years people have used D&D for other things, and that's great, too, but in the beginning it was about exploration, and I want that option in D&D.</p><p></p><p>Now the 5e rules include skill-based things for characters to do, and that's fine if people want that. But what I want is not rules for exploration skills, I want a structure that allows time-keeping, mapping, variable movement rates, and random encounters. I want simple rules for getting lost, encumbrance, and light sources. I want a DM-side system that allows for easy adjudication and time-keeping -- rules as a DM aid, not the medium through which players interact with the game.</p><p></p><p></p><p>That statement is beyond bizarre. 4e doesn't have turns as a unit of time.</p><p></p><p></p><p>I am cordially disinclined towards Skill Challenges. When I read about them in the 4e rulebooks, I thought, "I can see why some folks would want a system like that, but it's not really for me." But I've never really had a problem with them playing 4e over the last two years or so. Sometimes they were kinda boring, sometimes fun. As you know, I like B/X, and so my preferred style is to let the DM handle the meta-game resources, and let the players operate (as much as possible) "in the fiction". But when in Rome...! Certainly, they can be handled poorly, but B/X exploration can devolve into pixel-bitching if not done right, so I'm not one to throw stones.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6242802, member: 6680772"] I don't know if you need turn-based exploration. If not, cool. The nice thing about 5e is that the exploration module can be lifted out completely and never used if the group has no interest in it. But for me, I grew up with B/X and BECMI. For me, playing D&D has always been about exploring a dungeon, exploring hexes of wilderness, exploring hexes of wilderness to get to dungeons for more exploration. Through the years people have used D&D for other things, and that's great, too, but in the beginning it was about exploration, and I want that option in D&D. Now the 5e rules include skill-based things for characters to do, and that's fine if people want that. But what I want is not rules for exploration skills, I want a structure that allows time-keeping, mapping, variable movement rates, and random encounters. I want simple rules for getting lost, encumbrance, and light sources. I want a DM-side system that allows for easy adjudication and time-keeping -- rules as a DM aid, not the medium through which players interact with the game. That statement is beyond bizarre. 4e doesn't have turns as a unit of time. I am cordially disinclined towards Skill Challenges. When I read about them in the 4e rulebooks, I thought, "I can see why some folks would want a system like that, but it's not really for me." But I've never really had a problem with them playing 4e over the last two years or so. Sometimes they were kinda boring, sometimes fun. As you know, I like B/X, and so my preferred style is to let the DM handle the meta-game resources, and let the players operate (as much as possible) "in the fiction". But when in Rome...! Certainly, they can be handled poorly, but B/X exploration can devolve into pixel-bitching if not done right, so I'm not one to throw stones. [/QUOTE]
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