True.Too many players.
Combat with too many players.
I'm struggling to understand this bit and wondering if it might be some sort of misaligned expectations going on with your players.Then They suddenly say they do it and never move near the object with which they are interacting with. I just sit there quietly until they get a move on.
We have good variant for magic item shopping.Shopping has always been a time waster. 20-25 years ago we would take hours going on detailed and improvised shopping excursions. This was in an in depth Waterdeep campaign and our game style back then was to roleplay most every encounter. Sometimes it panned out and lead to cool encounters but most of the time it was a waste. Now weve streamlined purchasing equipment unless theres a reason to roleplay it. Matter of fact I created a table to handwave equipment and just make the assumption players take measures to equip themselve with mundane necessities.
Before 3E buying magical items was rarely allowed at our table. During the 3.x and 4E eras we allowed it as it was built into the rules. Now in 5E we've reverted back to our old stance, they are rarely available to buy except for certain potions here and there. Breaking down magical items into categories of rarity seems to cheapen them for me as finding anyone willing to sell, trade or loan them should be very few and far between. Solving a problem by throwing gold at it to procure a certain item is boring to me. Even then coming up with the "quest" to find an item for sale or trade is wasted time as is coming up with a table, etc to determine the price and what's available to the PCs in a given area. This is just how we generally handle this and there are exceptions if theres good reason.We have good variant for magic item shopping.
This is indeed the expectation of the table. Not even laid out by me but the other players at the table. This one person just isn't really playing is the gist of it.I'm struggling to understand this bit and wondering if it might be some sort of misaligned expectations going on with your players.
If you mean you have a little map with tokens, and a player's not allowed to interact with an object until they've moved their little token next to the picture of the object on the map, then you need to make sure you've clearly explained to the players that's how things work. The games I play never work like this, so they might just not realise.
I would also consider why I was making them do this and whether it added anything to the game, but that's just me.
That's skilled play for ya...When it comes to playing with my regular johns, I have to say there really is no wasted time. We've sort of all figured out how to avoid those sorts of issues.
With a pick-up group, the time wasters are typically going to be a lot of questions that players have instead of just saying what they want to do. A lot of them have been trained to ask 20 Questions before they commit to an action because it's safer (since a question can't have a consequence). I try to break them of this pretty quickly.