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Dungeon Exploration

🕑 Added 2024-11-02 15:16:27 +0000 UTC

Comments

Mike Mearls

Agree on the weirdness of a "mode". I like exploration to feel organic. In my last two sessions, I kept the system behind the screen but used it as time passed in game. It worked well in a dungeon. It feels a little off when the players are in town, but I think it's close.

d20fanclub

There's one thing I really like about this and one thing I dislike. What I dislike is the idea of formalizing exploration into its own minigame or "mode". Down this route, you could easily imagine the game becoming a series of strung-together minigames — shifting from tactical combat mode to exploration mode to diplomacy mode to housekeeping mode (see: the new Bastions system), each with their own ruleset. To me that sounds tedious and jarring to play and like it increases the number of rules to learn — there's a reason minigames in videogames always elicit groans. OTOH, what's really cool is the idea of replacing random wandering monster rolls with a system of building up "threat" through exploration actions. I think that's really smart and could make wandering-monster-style dangers feel dramatic instead of tedious. I'd love to see that idea developed without needing a formalized "exploration mode" separate from normal freeform play. Maybe exploration-type actions like searching a room or scouting an area simply take a certain amount of time and generate threat directly. A range of noncombat actions that take longer than 1 round would work fine within the existing two gameplay modes (in combat vs out of combat), with no need for a third.

Mike Mearls

I'd like this system to evolve to the point it can support multiple styles of play. Hard agree on the stealth issue - it's so common in play that I'm surprised that D&D '24 didn't do more to handle it.

Lojaan

This is good! It harks back to the time where you had to sneak into the dungeon, get what you could, and get out before being overwhelmed. Very different to the 'clear the dungeon' vibe of current play. Because of that difference, do you think it would benefit from a specific name like "infiltration"? Or even just "stealth"? It's way better than the current stealth rules. And you could use it for anything heist-like (exploring a dungeon, rescuing someone from a thieves guild, escaping from prison etc...) Come to think of it, as stealth is such a big part of the game that the whole party so often finds itself in, that I'm surprised that it doesn't have it's own subsystem already. It's practically a pillar on its own.


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