Late to the party, but here at last.When playing D&D (any edition), what are the boring bits you wish you could skip?
Try to be specific rather than general. If you don’t like combat, what parts of combat don’t you like? If you don’t like travel, what about travel don’t you like?
I've just been trying to do this on my side of the screen. I've given the players very little gold. I think all in, as a party of level 3 adventurers they would struggle to pull together 30 gold. With that said, I'm not making them track food, or ammo. They've had to pay for a few inn rooms, but that was more so I could give them the choice of private lodgings at a higher cost, or a dormitory style bunk where they might save a few coins and overhear some juicy rumors.Exactly. I think we agreed as a table to cut 5-10% off the top of all incoming treasure so we could collectively handwave all the upkeep, rations, ammo, etc.
Absolutely. That's why I vastly prefer old-school combat. It's something dangerous that could go either way unless you drastically put things in your favor, and once you do...there's no point actually rolling. Win the fight before the dice are rolled. Mindlessly charging in and always winning is the epitome of boring to me.
Yeah, I really have no idea how someone could fit what, like 6 fights into a single day? I can only imagine stretching a single in-game day over several sessions, which just sounds like a mess. Having to track spell slots and what not over potentially weeks of real life breaks sounds really annoying.Trash combats. IE, the kind of fights that 5E's "adventuring day" design pushes you towards* (1d6+2 goblins in the first room, a wight in the second room, all before the big goblin boss in the third room).
I would rather have one big fight that can be loud and crazy, with the volume cranked to 11.
*I hear the keyboards clacking now - the problem doesn't really rear its head until the latter-half of Tier 2, and yes, I'm sure better DMs can do one big fight at later levels, but that's just like, your opinion man.
Yeah.. I've certainly been on both sides of this issue as a player before. Playing with a DM that favors a specific player, so you seem to spend a lot of time watching them roleplay out their personal story line. But at the same time I've also been in a group with a player who's attention span for anything non-combat related was perhaps 90 seconds, so even trying to RP with key NPCs to get story related information could quickly bore them.When other players are impatient with the odd little interests of PCs that aren’t theirs. I’m very sorry that anything that isn’t directly “adventuring” bores you, Jimothy, but everyone else is having fun so maybe chill out.
This is really funny. I've never heard of anyone put this into words. I have a lot of newer players in my group so as we rolled up characters during our first session and names like Barb, Willy, Randy, and Beans were all thrown out, a small part inside of me was like "WTF.. Your silly level one sorceress is going to eventually be a super powerful mage! Do you really want her to be named BARB?!" But I decided to let it go and I'm glad I did. I wonder if Tim the Enchanter from the Holy Grail was actually a silly named sorcerer in some game John Cleese was playing.The Tiffany Problem used against the PCs.
That is, when someone’s false idea of accuracy in some context threatens the fun of other players because “people can’t do that” or “Tiffany is too modern a name”.
I had this dilemma in my last session. The party was traveling several days away. I'm a new DM, with newer players, so I figured it might be fun to give them an outdoor wilderness travel adventure. I was thinking of plotting it out, putting obstacles in their way, coming up with skill challenges that would either advance them or set them back. Maybe for just this session track resources like rations and what not.Journeys for their own sake (when they are mostly conflict neutral). Playing out the trip between Waterdeep and Baldur's Gate when what we care about is in Baldur's Gate is dreadfully boring to me. If getting there is a harrowing adventure within itself (like travelling through the Mines of Moria) that can be fun, but if it's just a bunch of logistics or even worse just a travelogue I have no interest in spending table time on that.
In my experience, the value of played out travel time is in the opportunity to tell the players more about the world and reflect the passage of time.I had this dilemma in my last session. The party was traveling several days away. I'm a new DM, with newer players, so I figured it might be fun to give them an outdoor wilderness travel adventure. I was thinking of plotting it out, putting obstacles in their way, coming up with skill challenges that would either advance them or set them back. Maybe for just this session track resources like rations and what not.
But then I sat there and thought "Do I really want to devote an entire session to essentially a filler episode?" and so I scrapped it and started the next session with:
"After several tiring, but overall uneventful days on the road you arrive in the village of Mapledale right as the sun hits it's peak in the sky."
This makes me think of one I don't think has been mentioned...Excessive planning, excessive timidity in exploration (the "poke everything with a 10' pole" style of play), and combats that are just there for attrition and/or XP.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.