How to build interesting exploration challenges for mid- to high-level characters?

As a DM, I feel like I have a pretty solid grasp on how to build interesting combat and social encounters for parties of any level. However, I often struggle to do the same for the exploration pillar of the same, especially at mid to high levels.

Note that this question is about the exploration pillar as described in the basic rules:

Exploration includes both the adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens.

The problem that I’m facing is that most exploration challenges I can think of such as deep chasms, poisonous swamps, lava streams, hidden treasures, et cetera are trivially defeated once the party has access to spells such as levitate, fly, locate object, create food and water, … Some of these spells are available at lower levels but there they actually take a significant investment of spell slots, which becomes less of an issue at higher levels. I do not want to take away these spells from the party, but that means many exploration challenges I put on fail to provide an actual challenge.

One possible way to answer this question would be to provide a list of what elements make up an interesting exploration challenge. For the combat pillar, these elements would be things like: interesting enemies, an interesting location, a clear objective that isn’t just ‘kill all enemies’, … Likewise, for social encounters these elements include the different factions involved as well as interesting personalities for NPCs, their objectives, secrets, flaws, … So my question is: what are the elements making up an interesting exploration challenge?

I heard of a famous lasombra build, and I wonder how does one make it work?

I’m a DM for D&D and Vampire the masquerade. After I looked on some D&D Multiclass Build that could break my games (and gave me ideas for bosses), I search some build for Vampire the masquerade. I found out only one build that always return on the table, with only few things explanation:

The so called Lasombra Death machine (Yeah I know their is one more word, but no I will not write it).

The only explanation I found was on a forum topic about making de greatest supernatural fighter:

Str 1 Dex 1 Sta 5 Manipulation 5

Occult (obtenebration) 5

Obtenebration 5 (will always be in Tenebrous form)

Relevant Merits: Discipline prodigy (Obtenebration) The difficulty for any use of this Discipline is reduced by 1 to a minimum of 4.

Preparation: cover area of battle in Shroud of Night

Tactics:

  1. Spam Arms of the Abyss
  2. Direct x Arms to hold the opponent, with x=half the number of Arms summoned, until the total number of grappling arms =the number of actions the opponent can achieve in a turn. 2a. Do not forget bonuses for attacking helpless opponent 2b. Do not forget multi-attacker penalties for opponent.
  3. Remaining arms use constrict melee attacks for 7L damage per arm per turn
  4. Win

But I’m not able to believe that the entire build. Is it really just that? THE thing that all game masters should be prepare to handle?

Some UI button script not working in apk build!

There are a lot of posts regarding this problem in various website and even in this one but no one has given a feasible solution to this problem. I have a button that has a custom sprite. I also have a custom script attached to that button which when pressed down (IPOINTER DOWN) changes the color of particular sprite renderer. All this works in pc but not on apk build. Why? I have two canvas, so I thought there might be raycasting issues, so I disabled one but still no luck. The buttons are in world space in canvas. So, I thought I might not use a canvas but IPointer only works on clickable UI elements.

Pure Monk Grappler Build

I was thinking about making a pure monk grappler build and I hope that it is possible to do without being too weak for the table.

What I want from the build:

  1. Pure monk build, so no multi-classing (I like challenges in building characters).
  2. The build needs to have good chances for any grappling check (so expertise, good attribute mod and advantage would be great).
  3. Besides multi-classing everything is allowed. The build doesn’t need to be AL-legal.
  4. Well every official release is allowed. No homebrew and no UA.
  5. For attributes, we use point buy.

What I’ve come up with so far:

  • Race: Human

    When you can’t multi-class, you only have the choice between half-elf, half-orc and human to get expertise (with the prodigy feat).

    Because I need 3 different stats, I am actually thinking about taking the basic human, to get +1 in every attribute.

  • Attributes:

    Without race-mod: 13 15 11 9 15 8

    With race-mod: 14 16 12 10 16 9

  • Sub-class: I think the best choices are Open-Hand and Shadow.

    With Shadow I could disable nearly every caster that I want. (Grapple -> Silence).

    With Open-Hand I could use flurry of blows, to knock my grappled enemies prone.

  • ASI’s:

    lvl4: Prodigy

    lvl8: +2 Str

    lvl12:+2 Str

    lvl16:+2 Str

    lvl19:+2 Dex

    If I could get my DM to give me a belt of strength, I could forgo the Str part entirely, but I’m not sure I can convince him.

Question

Is there a better way to make a monk a better grappler?
Can I get advantage on Athletic checks somehow, without party assistance?

Can I build my level 6 Ranger so that his bow shots never miss? [closed]

Is it possible for me to make my Human ranger like Hawkeye, to where (1) I never miss and (2) I can use my Sharpshooter ability every shot. I’m currently a level 6 ranger.

I want it so that the only reason for rolling the d20 is to see if my bow breaks.

My DM doesn’t have any other punishments when I roll a 1, so when I roll a 1 my bow can break.

How to build Linux Volatility Profiles With the Compiled Kernel

I’m familiar with creating Linux memory profiles as stated here. However, this is assuming that I have access to the live system which often times is not the case.

I heard there is a way to build the profile with the compiled linux kernel but I cannot find any documentation on how to do that through googling. Is anyone familiar with building volatility profiles from the compiled kernel and if so willing to provide instructions on how to do so?

Thanks!

Looking to build a 5e Tank/Leader type for an Eberron game

I want to build a character who can tank and act as an equivalent of a 4th ed leader, enabling other party members- ideally with decent damage (following the philosophy that a tank that can’t hurt anything just gets ignored).

I love the basic idea of the Sorcadin, and realize it has a superior spell selection, but I’m considering if the class abilities of Palabard might not fit what I’m after better.

What I’m thinking currently is something like this- Warforged Pal2/Hex1/BardX – Swords or Valor for the extra attack, leaning towards Valor just because the inspiration is more party friendly. I’d love Pal6, but feels like that would make the bard progression so late as to be worthless.

Concerns- Paladin is primarily a heavy armor/smite chassis, and Hexblade offers shield and SAD for attacking. I like the 3 levels dip here, but worry that I’m delaying the bard progression too much.

Has anyone played or kicked around a similar build? Is there an optimal way to build this type of character?

What would be a “good” build for a dual weapon battlemaster half-orc?

I’ve started playing DnD for the first time two months ago (hey, coronavirus).

My character is a half-orc fighter, currently level 3. His attributes are STR 19, DEX 14, CON 16, INT 9, WISDOM 10, CHA 11. I’d spent a lot of time thinking about him at first, and I had a clear image of him wielding a battleaxe and a warhammer when fighting, and I really liked that. But then, as a noob, I wanted to see what was a “good” fighter build. Unfortunately, most of what I found led me to the same conclusion: Two Weapon Fighting is good for five levels, then gradually gets wrecked in comparison to a Great Weapon Fighter. What’s more, as I chose the Battlemaster archetype, some number of my battle maneuvers require a bonus action, which take away my additional attack as a dual wielder. And, unfortunately, last session, I already got to experience the huge difference in damage output between me and my party’s Paladin (who’s also using the Great Weapon Fighting style).

Since then I’ve really started to think about what I should be going towards while keeping what I had in mind. So, my question is actually be two:

  • What kind of build and multiclassing should I be aiming for ? (mainly talking about the ASI and feats I should use, dip in Barbarian ?)

or

  • Should I instead ask my DM if I could re-work my character, mainly to select the Great Weapon Fighting style (and make my maneuvers more reliable) ?

Just to be clear, I’m not looking to optimize the hell out of my character. I’d just like to have a bit of insight on the options I have so that I don’t “feel left behind” as much as my party levels up. This is my first campaign, my first character, so I’d really, really like to keep playing him without him being a Fighter that doesn’t do his job correctly (I’m the only other melee guy in the party).

Thank you for your time.