failure-mechanic

A gaming blog for those who enjoy failing


Time of failure: 2020-12-17

Using Pathfinder 2e’s exploration mechanic in D&D 5e

(originally posted in /r/dndnext)

I have been really liking the idea of exploration mode in Pathfinder 2e and have introduced optional rules to my fellow players in a 5e game to support this style of play (we’ll see if the GM wants to use it…) Thought I’d share it here in case others want to use it.

Essentially exploration mode is the in-between state where you’re not in initiative-based encounter mode (e.g. combat) but activities are still organized and have mechanics.

Why is this helpful? Well, it obviates a whole lot of back-and-forth about what’s going on as you explore a location, and I really like the way they thread it into combat encounters via the initiative system.

In detail:

This is often done in an ad hoc way in many games. The classic “SOP” for dungeon delving is a form of this exploration model. All this does is enhance the structure and remove some quibbling over routine activities.


A couple updates and responses to common comments

  1. “Why not just play Pathfinder 2e?” – Because it’s not always that simple. First off, D&D 5e has a lot going for it, and maybe those features are what you decided were most important. Maybe you are just a player in the game, but would like to offer the DM a way to enhance non-combat mechanics. Options are a good thing and no DM has to use a house rule they don’t like in their game.
  2. Someone pointed out that one of the major advantages is that this system points out options to players. This is a great insight and definitely worth noting.
  3. This isn’t a combat mechanic (except for its impact on initiative, which DMs should keep under careful control). As such it shouldn’t be evaluated in the spirit of combat-mode min/maxing. Encounter mode should be about freeing players up to think about the world and their interaction with it, not adding crunch to RP moments.