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General Tabletop Discussion
*TTRPGs General
High-level spellcasters slowing down the game
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<blockquote data-quote="maggot" data-source="post: 963684" data-attributes="member: 1005"><p>You all make some good points. I don't think it is disorganization or inexperience that causes the problem, we are all very experience role and roll players. We even use spreadsheets to track much of this stuff, and it doesn't matter.</p><p></p><p>Two things that may contribute in our groups are first we all thirty somethings with jobs and families, and thus we don't have a lot of time to prepare before games.</p><p></p><p>Second, we play an unscripted game where the characters get a lot of say in what they do. The typical game goes like this:</p><p></p><p>"Do we go to the temple of evil fire today or help out with the rampaging trolls? If the former, we all need protection from fire spells, so the druid can take five of those and the cleric two more, but then the cleric can't cast those extended bull's strengths, so maybe the wizard should take a few and.... And if we go after the trolls, we'll all need fire spells..." And on and on. Then a little later after deciding to go after the temple of evil fire, "Maybe this ranger-dude will help us out, so now we need another protection from fire spell, so we can get that tomorrow if the cleric just takes one extended bull..." Argh!!!! Some times I want to screem.</p><p></p><p>Okay at this point I'm just venting. Thanks for all your advice. The only advice I won't be able use it to tell people they have only 15 minutes to decide which spells to take. The players would say, "but my character has all night to decide" (minus sleep of course, but in D&D 3.0 adventuring takes up maybe an hour of a day unless you are doing some serious overland travel which high-level types just teleport anyway).</p></blockquote><p></p>
[QUOTE="maggot, post: 963684, member: 1005"] You all make some good points. I don't think it is disorganization or inexperience that causes the problem, we are all very experience role and roll players. We even use spreadsheets to track much of this stuff, and it doesn't matter. Two things that may contribute in our groups are first we all thirty somethings with jobs and families, and thus we don't have a lot of time to prepare before games. Second, we play an unscripted game where the characters get a lot of say in what they do. The typical game goes like this: "Do we go to the temple of evil fire today or help out with the rampaging trolls? If the former, we all need protection from fire spells, so the druid can take five of those and the cleric two more, but then the cleric can't cast those extended bull's strengths, so maybe the wizard should take a few and.... And if we go after the trolls, we'll all need fire spells..." And on and on. Then a little later after deciding to go after the temple of evil fire, "Maybe this ranger-dude will help us out, so now we need another protection from fire spell, so we can get that tomorrow if the cleric just takes one extended bull..." Argh!!!! Some times I want to screem. Okay at this point I'm just venting. Thanks for all your advice. The only advice I won't be able use it to tell people they have only 15 minutes to decide which spells to take. The players would say, "but my character has all night to decide" (minus sleep of course, but in D&D 3.0 adventuring takes up maybe an hour of a day unless you are doing some serious overland travel which high-level types just teleport anyway). [/QUOTE]
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