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Mike Mearls Games
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Exploration in 5e

D&D's three pillars Interaction works well in the game, and I like how the 2024 revision cleans those rules up, and combat is great as long as your encounter design has interesting monsters and accounts for the action economy. We'll get to those two pillars in more detail later, but today I want to look at exploration.

Having played a lot of AD&D, Old School Essentials, and Shadowdark over the past few years, exploration is a bit of an orphan in the current game's design. When D&D focused on the dungeon, the exploration rules worked quite well. To understand why, we need to look at how the game functioned and how it framed the exploration pillar.

In AD&D, exploration is framed as the tension between making progress in a dungeon while avoiding traps and random encounters. Traps are often of the save or die variety, making one rash or foolish move a recipe for disaster. Combat in AD&D was usually a fight for survival, with a few unlucky rolls enough to kill off a character.

Modern D&D shifts both of these element. Combat is an exercise in resource attrition, with only the most significant combats posing a threat of character death. Traps are another drain of resources, as they inflict damage that drains away healing spells and potions. Unlike AD&D, neither poses a mortal threat to the characters.

The AD&D exploration system relied on that threat to function. Players had to carefully navigate the dungeon, burning time to search for traps or investigate their surroundings. Yet this careful progress came at a steep price. Wandering monsters lurked around every corner, meaning that a thorough search of a room led to a higher chance of a deadly fight.

5e also undermines dungeon exploration by making resource recovery easy. After a few fights, you can leave the dungeon, rest up, and return at full power. Smart players head out before their resources are low enough to threaten death, so even an encounter on the way out is manageable.

A good set of exploration rules for 5e needs to do the following:

As it stands now the game doesn't offer good answers to any of those questions. I think without them, exploration remains the outcast of the three pillars, sold short by the game and heavily reliant on DM skill to function.

So, what do rules for exploration look like? We'll get to those later this week, when I'll share the system I've been using the past few months.

Comments

I think that exploration as a problem should fall more on the setting side rather than try to cram every rule into an already overloaded mechanics system. The player that wrote a 3 page backstory to a character probably doesn't want to have them die to some random monster that isn't attached to the story. If we make up a setting that just has the conceit that there are things called "Dungeons" out there that obey different rules than the normal world, then we can provide optional exploration content with predictable rules. Universal rule, they all reset/change if you leave them. We post signs at the dungeon with rules restrictions like Halo Skulls that other adventurers have left, "this dungeon is impossible to rest in," "this dungeon hampers teleportation," "healing magic only worked around religious sites." We could even have signs be faked and let thieves cant shine with secret info if we wanted.

Swiss Calavera

I think "exploration" is the new "alignment". Everyone has an opinion on what it should be. No one can agree on what it is.

Lojaan


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