Neonchameleon
Legend
"Nobody important? Blimey, that's amazing. You know that in nine hundred years of time and space and I've never met anybody who wasn't important." - The DoctorPC's spending too much time roleplaying with unimportant NPCs.
"Nobody important? Blimey, that's amazing. You know that in nine hundred years of time and space and I've never met anybody who wasn't important." - The DoctorPC's spending too much time roleplaying with unimportant NPCs.
It's a nice sentiment..."Nobody important? Blimey, that's amazing. You know that in (thnine hundred years of time and space and I've never met anybody who wasn't important." - The Doctor
Largely agreed, other than at very low level where every copper piece matters, as long as players remember to knock off those few g.p. when in town. My own trick is whenever a treasury share gets finalized I round it down a bit* for my character(s), with the rounded-off bit going to minor supplies, inn fees, beer and ale, and so forth.Another thing would be tracking ammunition and food/water. Unless there is a reason like being stranded in a desert or some massive wilderness where there is no resupply, I can assume crossing off a few gold in a town would buy me some basics like arrows and food, clean the armor, sharpen the blade, patch the hole in the shirt, shave, etc... Like what some of the others say about roleplay, it is not bad, but there should be a reason. Maybe you roleplay with the smith when you go looking for new armor and he talks about a possible bad guy place or how the Duke is not from these parts and is not to be trusted.
Thanks for reminding me of another aspect of the game I find boring as hell: pretty much the whole "character build" aspect that's become so front-and-centre in the WotC editions. Just let me roll some dice, dammit; I'll come up with a name, and let's get the thing in play!Also builds. Builds are fun. But builds are most fun when tested; I get the same fun out of a build for an MMORPG or a Roguelite like Hades or Slay the Spire as I do out of a 3.5/PF build and I can test it much more easily and much less obnoxiously.
I very much agree with this.Doesn't their choice to roleplay with them make them important?
I feel like this is simply a problem of having too hard of, ahem, fixed-path adventures rather than allowing players the freedom to choose what is important to them and what is mostly set-dressing. If the players find some random NPC just too fun not to like, that's a clear signal to me to feed that genuine enthusiasm, not dismiss it as a boring annoyance that they have not gotten with the program and stuck to the ra--er, the right NPCs.
If the combats are swingier, for example everyone (including the foes) has way fewer hit points than 5e gives but stil does lots of damage each round on average, then the battles are a) way shorter and b) force you to pay attention because, even though your options may be limited, every choice you make might represent the difference between your character living, dying, or suffering some unpleasant in-between fate.Conversely, if the rounds are too quick I get bored. Quick rounds mean nothing actually interesting happened, it was just "I hit it with my sword" "you deal damage" "I throw a knife at it" "you miss" etc., etc. ad nauseam.
I'd much rather a battle where a person needs to make decisions. Yes, going too long is also a problem, but too short and battle is easily flowcharted. The moment I realized that that was what was going on in the old-school style fights I'd played, I finally understood why I hated "ultralight" combat stuff so much. There was no requirement for creative thought because 99.9% of situations could just be fed into a simple like ten-node flowchart.
If the outcome is predictable even before the combat starts, it's likely to be dull no matter what amount of time the battle takes.Or, to put it into your terms: I realized that what I chose to do on my turn was basically fixed, so for the 10-15 minutes even a quick OSR-like combat would take, I'm bored out of my skull and desperately hoping some interesting roleplay happens to alleviate it.
Though it's worth noting that the former can still support the latter, but not the other way around.Thanks for reminding me of another aspect of the game I find boring as hell: pretty much the whole "character build" aspect that's become so front-and-centre in the WotC editions. Just let me roll some dice, dammit; I'll come up with a name, and let's get the thing in play!
Except that I dislike swingy combat and frequent character death at least as much as I dislike overly-short rounds, so that path leads to no better results I'm afraid.I very much agree with this.
If the combats are swingier, for example everyone (including the foes) has way fewer hit points than 5e gives but stil does lots of damage each round on average, then the battles are a) way shorter and b) force you to pay attention because, even though your options may be limited, every choice you make might represent the difference between your character living, dying, or suffering some unpleasant in-between fate.
Also, the use of crit-hit and fumble mechanics tends to spice things up.
If the outcome is predictable even before the combat starts, it's likely to be dull no matter what amount of time the battle takes.
Spending 10 minutes talking to the NPC you're buying boots from is one thing, spending two hours talking to that NPC is something else...Doesn't their choice to roleplay with them make them important?
I feel like this is simply a problem of having too hard of, ahem, fixed-path adventures rather than allowing players the freedom to choose what is important to them and what is mostly set-dressing. If the players find some random NPC just too fun not to like, that's a clear signal to me to feed that genuine enthusiasm, not dismiss it as a boring annoyance that they have not gotten with the program and stuck to the ra--er, the right NPCs.