iserith
Magic Wordsmith
Again, yes, I expect the game to be challenging, the players don't want a challenge, therefore I'm the problem.![]()
The way I think of it is this. If the rules allow it, the players will do it. I don't blame the players for that. I blame the rules. So, if the rules produce a result that I don't want, I change the rules. Simple. I am transparent about that and have no problems changing the rules and the players know that going in. Yet the still complain and object and quit. Like when I banned Leomund's Tiny Hut. The players abused the hell out of it. I let it slide until it became clear that they were never going to stop abusing it as long as it was an option, so I banned it. Players complained and quit.
I mean, all I can see here is there is some kind of communications breakdown happening that is leading to a mismatch of expectations. Or something going on in play you are doing that is not welcome. I don't see how you can end up with "dozens and dozens" of the same result and have it not be that. You seem to want to blame it on the rules or on D&D 5e players in general, but you also say you house rule a lot, so that takes at least some portion of the rules out of the calculation presumably. And D&D 5e players aren't a monolith, so we're back to you. Obviously, I don't have perfect insight into your game, but productive introspection is a good thing and I heartily recommend it.I sit everyone down and do a one-on-one session zero. Give them the spiel and hand them a print out of the house rules and email a link to the same document online as a PDF. My expectations are made crystal clear. Yet the players still ignore those and play anyway...knowing their expectations do not match up with mine...then the complain and quit. It's a really weird cycle. It's repeated dozens and dozens of times. Players say they want a challenge, then once presented with one, they freak out and bounce.