

Maybe they search an NPC's room and find items indicating they have a fondness for cats that makes their next social checks against that NPC easier. D&D 5E 5e Homebrew class based on Castlevania Franchise. A player who stops and searches should, at least some of the time, uncover interesting details about the world, not just lost trinkets. The three subclasses available to the Doctor are the Surgeon, Combat Medic, and Pharmacist. To make good exploration happen, the DM must accept that it's possible not every detail will be exposed just because they create it - and include a few of those details anyway. It's equally true that if players search every corner of a town for secrets and wind up empty-handed because the DM expected them to walk in a straight line from the town gate to the abandoned warehouse, everyone will be frustrated. If the players breeze past all the DM's plot hooks and hint-dropping in search of the next combat encounter, of course the exploration won't be up to snuff. Making exploration in D&D enjoyable relies on cooperation between the DM and the players. But just like the other aspects of gameplay in D&D, exploration has rules and goals attached - in fact, if you look at hex crawls, there are actually entire D&D maps and game modes dedicated to exploration. Choose a place on the surface of your body where your creator placed their thumbprint-sized seal. You gain resistance to nonmagical weapon damage. You cannot drown, and poisons that require inhalation or ingestion do not affect you. As a construct you do not need food, water or air. They might be rewarded, or they might not, depending on where and what they opt to explore. At 5th level these increase to 10, 30 or 30 respectively. Exploration is the only pillar of gameplay in which the motivation lies almost solely on the players wanting to do it. In social interaction, players want to solicit the desired reaction from NPCs to get ahead (or just have some fun). In combat, players want to defeat the enemy. Where exploration often seems to fumble is that, unlike combat and social interaction, it has the least clear goal. To start with, there's a bit more to exploration than simply rolling your choice of Perception or Investigation and allowing the DM to narrate in excruciating detail.
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But is that the fault of the rules, the players, or something else entirely? Let's take a look at this much-underutilized aspect of D&D gameplay and try to determine how a group could be handling exploration wrong (and how to try and move it back on track).


Exploration has fallen so low on most Dungeons & Dragons players' radars that some might even question whether it deserves to be considered a 'pillar' of the game.
