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How Do Actions Work in Exploration and Roleplaying in D&D?

  • Writer: helloshyann
    helloshyann
  • Aug 2
  • 4 min read

Updated: Aug 11

Image by Aeledfyr
Image by Aeledfyr

When most people think of Actions in D&D, they envision high-stakes combat encounters that involve quick thinking, calculated moves, and tense decisions made within the strict structure of an initiative turn order. However, Dungeons & Dragons is much more than combat. A significant part of the game revolves around exploration and roleplaying, where the rigid structure of turn-based combat fades, and the party has time to breathe, explore, and interact with the world. But even here, Actions still play a crucial role, albeit in a more flexible, open-ended way.


What is an Exploration Turn?

An Exploration Turn represents a structured way of handling time and actions when the party is adventuring but not fighting. While combat is measured in quick, six-second rounds, an Exploration Turn usually covers about 10 minutes of in-game time, though this can be adjusted by the Game Master as needed. The system allows GMs to manage the pace of the game while keeping track of what players are doing in real-time.


During each Exploration Turn, the DM may track a number of things:

  • How far the party has traveled.

  • What specific actions they are taking.

  • Whether or not the party encounters anything dangerous or noteworthy.


The Exploration Turn adds structure, ensuring that players have a fair opportunity to explore the environment, search for clues, solve puzzles, and interact with NPCs without rushing through the process. Each player declares an action, and the DM resolves those actions while advancing the story. In the 2024 rules, the updated Actions give players a clear set of options for how they interact with their surroundings, NPCs, and each other.


The Updated 2024 Action Table

Each action gives players a way to contribute to the party’s efforts, no matter what type of situation they find themselves in. Here’s a breakdown of the core Actions:


  • Attack: Make a physical attack with a weapon or unarmed strike.

  • Dash: Move further by gaining extra movement equal to your speed.

  • Disengage: Move without provoking opportunity attacks from nearby enemies.

  • Dodge: Gain advantage on Dexterity saving throws and impose disadvantage on attacks against you until your next turn.

  • Help: Assist another creature with an ability check, attack roll, or other task.

  • Hide: Make a Dexterity (Stealth) check to remain unseen.

  • Influence: Use Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) to sway a creature.

  • Magic: Cast a spell, use a magic item, or activate a magical feature.

  • Ready: Prepare to take an action when a specific trigger occurs.

  • Search: Make a Wisdom (Perception, Insight, Medicine, or Survival) check to find something.

  • Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check to learn about something.

  • Utilize: Interact with or use a non-magical object.


Using Actions During an Exploration Turn

Now that we know the available actions, let’s explore how they can be applied during an Exploration Turn. In any exploration or roleplaying scenario, each player typically declares one action per turn, and the DM resolves those actions based on the circumstances.


Exploring a Dungeon Room

The party enters a dark, crumbling chamber filled with ancient murals, a locked door, and what looks like a pressure plate in the floor.

  • Search: One player might declare, "I want to Search for traps around the pressure plate." The DM will ask for a Wisdom (Perception) check to determine whether the player can spot any hidden mechanisms.

  • Study: Another player, curious about the murals, could Study them by making an Intelligence (History or Arcana) check to learn more about the ancient culture that built the dungeon and perhaps uncover clues to opening the door.

  • Utilize: A third player might try to open the locked door using the Utilize action. If they have thieves' tools, this would allow them to interact with the lock and attempt to pick it.

  • Help: If two players want to work together on a task, such as lifting a heavy stone or disabling a complex trap, one player can use the Help action to give the other player advantage on their roll.


Sneaking Through a Forest

The party is attempting to navigate through a dense forest without drawing the attention of nearby bandits.

  • Hide: The rogue may declare that they’re using the Hide action, rolling a Dexterity (Stealth) check to avoid being seen by patrolling bandits.

  • Dash: Meanwhile, the ranger, knowing they need to cover more ground, could use the Dash action to quickly move through the woods, scouting ahead while staying low to the ground.

  • Dodge: If the party is aware of traps or projectiles coming from hidden locations, someone might declare the Dodge action to give themselves advantage on avoiding traps or sudden attacks.


Talking to a Noble

The group has secured an audience with a powerful noble but needs to persuade her to support their quest.

  • Influence: The bard, skilled in persuasion, can make a Charisma (Persuasion) check as part of the Influence action, attempting to win over the noble by appealing to her sense of honor.

  • Help: Another character might use the Help action by chiming in with additional support, giving the bard advantage on their roll by adding context or complimenting the bard’s argument.

  • Magic: If the situation becomes more dire, the wizard could use Magic to cast Charm Person on the noble as part of the conversation, making her more receptive to their requests.


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