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D&D 5E [+]Exploration Falls Short For Many Groups, Let’s Talk About It

Micah Sweet

Level Up & OSR Enthusiast
Well the under 45 bit is definitely true, and with any new player of any age or period examples are always useful. That's a big deal when designing textbooks. You need to give plenty of clear examples, but you also need to include room for the theory. In the past, providing examples was often left to the teacher (which you quite likely don't have when learning D&D); these days textbooks often come with additional online material, particularly examples. I would suggest that would be the way to go for D&D.

I can't speak for clear rules, or variants, but I don't see why anything would have changed with regards to those areas since the 1970s. Maybe the greater number of non-geeks playing leads to less interest in minutiae?
Interestingly, that doesn't actually mean that there are less people interesting in attrition and resource management, just that more people have been added who don't, and the second group is potentially bigger than the first at this point. From which we can draw the conclusion that WotC has chosen to under-serve a population it used to support, because a bigger population came along and brought more profit with them.

Heck of a group of folks, WotC.
 

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Micah Sweet

Level Up & OSR Enthusiast
D&D social media and kickstarters are majority more rules heavy and rules precise.

Just look at A5e, MCDM, DC20, & TOTV.
I'm over 45 and love A5e. So are, I suspect, most of the people involved in making those games. How does that fit into your theory?
 

Minigiant

Legend
Supporter
I'm over 45 and love A5e. So are, I suspect, most of the people involved in making those games. How does that fit into your theory?
I wasn't making an assumption of people over 45.

I was stating that according to both pre and post WOTC DNDB are under 45, the biggest 3PP products in the 5e sphere are rules heavier and less vague with more examples, and the biggest gripe on 5e media is it's low clarity and reliance on DM adjudication for anything
 

Quickleaf

Legend
I wasn't making an assumption of people over 45.

I was stating that according to both pre and post WOTC DNDB are under 45, the biggest 3PP products in the 5e sphere are rules heavier and less vague with more examples, and the biggest gripe on 5e media is it's low clarity and reliance on DM adjudication for anything
I'd assume that's mostly true, buuut the success of Shadowdark is a strong example going in the other direction away from heavier rules.

While to my eyes Shadowdark has more dna from OSR D&D (no particular edition, a mashup of ideas), everyone is discussing it (including creators and reviewers) in the context of 5e since it does borrow from 5e's rules.
 

Minigiant

Legend
Supporter
Umm...it's me! I'm 43, love D&D, love many RPGs, and I do actively GM 5e as much as my schedule allows – currently that takes the form of GMing a Play-by-Post Rime of the Frostmaiden, and last summer I introduced my nephew and his friends to 5e with nine sessions, and now he's off to the races with D&D club at school. Over the last two years I've GMed six 5e one-shots, typically with players younger than me and often introducing some new players to the game.

Last print gaming products I bought were Wild Beyond the Witchlight (5e, WotC), Dungeon Delver's Guide (A5e but fair amount is system neutral, ENPublishing), and The Monster Overhaul (OSR/Basic, Skerples).

I'm a selective buyer, but if WotC puts out quality products (I've been unimpressed recently), the product interests me, and uh, you know we're not actively boycotting their parent corporation for being up to no good shenanigans, I'd buy more.

I embrace and understand that there will always going to be rulings because that's one of the strengths of TTRPGs - having a live GM. I think the effort to elucidate in painstaking detail usually leads to overwritten rules that slow down rule-skills acquisition for players and GMs. However, effort and thoughtfulness for clarity and conciseness in rules writing is appreciated.

I do not expect players to "live with my rules or get out", rather when we hit a grey area (that I don't have house rules for) I actively negotiate with players, ask for their feedback, or make a proposal and see what they think. And adoption of house rules is also a conversation.
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Minigiant

Legend
Supporter
I'd assume that's mostly true, buuut the success of Shadowdark is a strong example going in the other direction away from heavier rules.

While to my eyes Shadowdark has more dna from OSR D&D (no particular edition, a mashup of ideas), everyone is discussing it (including creators and reviewers) in the context of 5e since it does borrow from 5e's rules.
Shadowdark's rules are more clear and offers examples.
 

I'm A Banana

Potassium-Rich
I haven't met many players in the last 30-some years who're interested in old-school resource management or bookkeeping. Some yes, but not many. In the last 10 years I've almost exclusively met players who prefer 5E's version of "resource management" over anything even approaching old-school resource management. So I'd say it's absolutely true. I think you're maybe missing some of the context of the comment you're disagreeing with.
No one's talking about old-school resource management and bookkeeping. Talking about hit points and spell slots - the same things that everyone is already managing. Nothing in a "wilderness is a dungeon crawl" style requires "old-school resource management and bookkeeping." The two are not tightly intertwined.

If you hate an activity or a mechanic, it doesn't matter how enthusiastic or descriptive the referee is. But don't pretend like marking a torch off on your character sheet is somehow inherently more engaging than a skill check. Either you decide the activity has value or you decide the activity does not. Arguing about it won't change anyone's mind. They're personal preferences, not capital "T" Truths.
No one's talking about spending torches. You're attacking a strawman.

I am talking about a diversity of player engagement. Just skill checks for exploration is analogous to just attack rolls for combat - it risks eliminating interesting complexity and can become rote. It's not sufficient, IMO, for a mode of play that strongly relies on an exploration element. It'll wear thin.

And how is it resolved? According to you, none of the above matters if any of it is resolved with a skill check. The details are engaging or they're not. The resolution mechanic is engaging or it's not. Some people simply have different preferences. Arguing that their preferences are wrong is a waste of time.

Again, that's a strawman. My argument is not that we must eliminate skill checks. My argument is is that part of the reason a lot of people aren't satisfied with exploration in 5e is because "make some skill checks" can be very bland in practice.

In comparison, consider the different modes of engagement that a dungeon-crawl-style approach brings:

Saving throws, triggered by environmental conditions or sudden wilderness traps, help players to feel reactive and defensive.

Choosing paths helps players to feel empowered and that their decisions affect the game in significant ways (and serve as moments of RP between party members - WHY did you choose Path A over Path B? Is it because you're a dwarf and Path A is underground?)

Attack rolls are involved in encounters that happen on the path.

Taking damage keeps a feeling of tension and consequences high.

Spending class resources (such as spell slots) helps increase that tension, to characterize what your character cares about, and to give you options for dealing with challenges

Skill checks are a part of the package, but asking them to carry the full weight is like asking attack rolls to carry the full weight in combat.

Sure, and high level spells should sometimes make the world less dangerous for youi, but that doesn’t mean the game couldn’t use some ways that those high level spells are also a risk.

Sure. I do think, as I mentioned above, spending class resources (like spell slots) on solving exploration issues is a useful part of making exploration engaging. So my concern with adding risk to those spells is that they may become trap options or the like. But that's more about specific spells than it is about exploration in general, I believe.

So, do you have any ideas that aren’t just basically a detour into the martial vs casters arguments?

Aspects of play other than resting that can present exploration challenges at higher levels and how to challenge those aspects of play, for instance?

The central idea with resting is really an argument about deadliness. Resting is just a way to reduce the deadliness of an area. And deadliness itself is really just a way to say "engaging consequences for failure."

So, there's a lot of space to play with there, even if the high level characters aren't threatened by HP attrition.

High-level characters have a bigger foothold in the world, which means that threatening their bonds could make more sense. The scaling of D&D tiers already plays into this - high-level characters deal with world-shaking threats. So, time becomes a resource that can threaten the PC's, or at least the things they care about. It doesn't need to be a countdown to doomsday (though that's fine, too!), it could be a countdown to it gets worse. Save yourself by resting, but take too much time, and towns start disappearing off the map, your friends start dying, etc. Traditional D&D where you get a stronghold as a class feature would have your keeps falling and your wizard towers blowing up or whatever. In 5e, it sounds like "Bastions" could play this role a bit.

That can be a little numbing if repeated often, but on the other hand high-level play is usually pretty rare, too. In practice, maybe that problem solves itself. :)

As long as the party has to actively do something to avoid failure (success is not guaranteed, they must take actions and make decisions to reach it), and that failure matters (character death, end of the world, the pie goes stale, you go mad, you loose hope, your wife leaves you for a younger man who plays in a band and your children end up resenting you, whatever), the stakes of exploration are high enough to be engaging.

Where a lot of approaches fall short is that (a) no one makes a choice during exploration that matters (the procedural "roll a survival check" and "point a to point b montage"), or (b) those choices don't matter (nothing will happen if we get lost, we long rest and roll again, why are we even rolling). A dungeon-crawl mindset nips those problems in the bud, but it's not the only way to do it (though it is the way D&D kind of wants you to do it out of the box, in a rather maladroit and opaque way).
 
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Hussar

Legend
I understand you don’t want to get into caster disparity. But what is adding danger to high level spells if not a direct response to caster disparity?

It’s not like this is some big secret. The biggest problem with exploration is spells.

And there is a problem with making spells unreliable and it’s why DnD has moved away from it. Either the spell is too risky and no one uses it in which case it might as well not exist. Or it’s too much of a PITA for the dm who doesn’t want to interrupt the session with a largely extraneous encounter and ignores the unreliable element. Simply skips over the monster in the closet.

But in any case I do think we agree that the core issue is spells.
 
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Taking damage keeps a feeling of tension and consequences high.
I want to call this out because in far too many pre-published exploration encounters, the idea “taking damage keeps a feeling of tension and consequences high” is assumed even in cases where it doesn’t apply.

Generally speaking, in exploration encounters in overland travel, there just simply aren’t enough encounters that taking damage has any impact on the tension of the adventure.

“The rope bridge snaps under your weight, dumping you 50’ into the ravine, you take 5d6 bludgeoning damage”
“Ok, we take a short rest and I spend 3 HD. Anything else happen today?”

Even in a dungeon context, exploration encounters that cost hit points (often traps) only create tension if the resource expended is non-trivial, and recovery of the resource is non-trivial.

Spending class resources (such as spell slots) helps increase that tension, to characterize what your character cares about, and to give you options for dealing with challenges
Spending class resources isn’t enough. Goodberry to avoid foraging is spending a class resource, but as early as 5th level, it’s not a resource that you will miss.
 

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