What's the biggest challenge / frustration in your game?

Fighter Paths

My group has argued about this on and off for a few sessions now:

Fighter paths are kind of limited:

You can take the weapon finesse path, dodge, mobility, etc..

Or

You can take the power attack, cleave, improved cleave path...

Unless you have great stats, you can't take both. Now I know there is some variation, but these two major branches are what defines the type of fighter you play 99% of the time, at least in our group.

If fighters could be given a few more large developmental paths, w/o taking a PRC, that would be great.

-neg
 

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A suggestion to a common problem

elbandit said:
My biggest frustration with D&D 3.5 is how quickly the party levels. I have 8 players so I typically have to throw encounter levels higher than thier average level against them so they earn XP faster than I would like.

Sometimes I shave the XP down if the fight was too easy... like the two-headed large cockatrices that did all of 1 point of damage before being all killed. ::sigh::

A suggestion- use more villians of lower level, decrease the threat to the group in a single individual and make it more about fighting that group of twenty. Seems to work for me.

Also rid yourself of xp and leveled them (the PCs) at your desired rate, not what math (xp) tells you to do. Not ready for them to be at 10th lvl- your next campaign is for 8-10 and you want them to be challanged then don't let them level.

Just a suggestion. :cool:
 

neg said:
My group has argued about this on and off for a few sessions now:

Fighter paths are kind of limited:

You can take the weapon finesse path, dodge, mobility, etc..

Or

You can take the power attack, cleave, improved cleave path...

Unless you have great stats, you can't take both. Now I know there is some variation, but these two major branches are what defines the type of fighter you play 99% of the time, at least in our group.

If fighters could be given a few more large developmental paths, w/o taking a PRC, that would be great.

-neg
What about the archery path? Or the combat tactician (Combat Expertise, Improved Disarm, Improved Trip, etc.) path? Or the two-weapon fighting path?
 

I have a weekly group. Usually I'm the DM, but on certain alternate times we have an 'alternate' campaign set in the same world where I am a player instead of a DM, and we plan on running a crossover game that mixes up the two groups.

Ok, so frustrations:
1) Sometimes the whole group can't get together. If at least two players can show up, plus me DMing, we still run, but it does hinder things. I can also run even if the other DM cancels at the last moment, but that slashes prep time down to nothing. But I love everyone in my group so it's all good.

2) Encounter prep can be tough. I just got my E-Tools updated to use the 3.5 dataset this month and I am back in action with funky templated and customized encounters again. For a while I had given up and was running encounters from their book descriptions. (I didn't realize they even MADE a 3.5 dataset for E-Tools).

3) In the group where I am a player I want more treasure!!! No seriously, I think we're suffering below the poverty line in that game =)

4) I want to run another game or bring new players in to fill the group out a little. I want to play in another group maybe.
 

Given the number of people that list statting out NPCs as one of the biggest challenges, I wonder if it would be useful to create an on-line database of NPCs. Not a generator, but a repository of hand-created NPCs categorized enough so that you could ask for an 'elven cleric, 8th level, moon and magic domains' and have it display the stat blocks (assuming someone had uploaded one). It might not be tuned enough for your BBEG, but for NQSBBEGs it could cut down on prep time.
 
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Rodrigo Istalindir said:
Given the number of people that list statting out NPCs as one of the biggest challenges, I wonder if it would be useful to create an on-line database of NPCs. Not a generator, but a repository of hand-created NPCs categorized enough so that you could ask for an 'elven cleric, 8th level, moon and magic domains' and have it display the stat blocks (assuming someone had uploaded one).

That's why I check out -- and add to -- the rogues gallery forum whenever possible.
 

Challenges & frustrations of 3.5

Overall I'm extremely happy with 3.x especially after running and playing numerous campaigns in the older editions. My complaints for the current rule set are:

1. Stating out higher level NPCs is a chore. My group is around 15th level currently, so creating appropriate level NPC bad guys, even in a shorter "initiative card" format, can chew up a lot of prep time in order to do it correctly/accurately, especially adding in prestige classes, logical feats, etc. Various online tools help somewhat.

2. The magic system seems to replicate modern technology way too much, from easy access to light sources (Continual Flame), transportation (especially Wind Walk), and communication (The "Sending spell as Cell Phone"). There's little rhyme or reason why magic works the way it does: it feels like jumble of anything and everything. I'd like to see a system with a better cohesivness or "feel" to it (I like the Wheel of Time selection, for example) - if not in the core rules, as an alternative for folks who like less world-defining magic.

3. I don't care for the alignment system or damage reduction based upon it.

My current campaign (since March 2001) has no house rules other than ignoring alignment and the method for handing out EPs. I award a flat rate per gaming night for all characters in attendance (with bonus points for a character journal, helping the DM, etc.) and found that works really well with my group. Removes the "let's kill those guys for the EPs!" mentality and allows the group to focus more on role-playing and choosing their fights more intelligently.
 

The amount of time things take was the biggest thing I was afraid of in 3.X. It took me longer than I would have liked to learn the system, particularly the optional combat rules like overrun, sundering, etc. but now that I have it down I can use it fast in combat versus PCs and not be daunted by having to look it up.

Though it might be fun, I can't imagine taking 5 hours for only 20 PC/NPCs to get through just 6 rounds. I think this is another reason I never got into 2E, as I was just a bored player watching two rules lawyers haggle it out on who won initiative. Now I run a game that meets every two weeks on a weeknight for only 3.5 hours, get 1 or 2 combats per game with normally over 10 rounds each with 10+ PCs & NPCs, and the fighting encompasses only half of our time. Our familiarity with the system is probably the reason why it goes as fast as it does.

IMO, 3.5 has been awesome. The availability of classes and PrCs has mushroomed with 3.X, and though it's harder to keep track of it all, I usually only have to worry about the 6 or so players and what they are capable of. I don't really understand why some feel it is limited, such as having only 2 feat paths for fighters, as there is so much in just WotC material to make enough combos to last a lifetime with the core classes alone, especially compared to previous versions.

My biggest challenge now is to streamline my homebrew for ease of reference. I am using my own homebrew world and as the PCs meet new people and have questions, I am needing to flesh out the world with more detail and document it all. Societies, organizations, well-known NPCs, important buildings, national history, local common knowledge, heiarchy, taxes, costs, regular inns, reliable shop keepers, pantheon, city layouts, etc, etc. In a way it's a great motivator to get moving with something at least partially original, but on the other hand it would easy to just give up and go with greyhawk or forgotten realms and let the players read as much as they want. The caveat to that would be the players knowing much more about the game world than the DM, and the players telling the DM who the local regent was and what they would think or say.

I gotta say that not one bit of it is frustrating for me, yet. If it were I think I would find out what it was and toss it out to continue with the enjoyment of not only setting up the game but running it as well. Should the game system itself become a hassle (like 2E was to me) I can see leaving the whole thing behind for something more enjoyable.
 

Rodrigo Istalindir said:
Given the number of people that list statting out NPCs as one of the biggest challenges, I wonder if it would be useful to create an on-line database of NPCs. Not a generator, but a repository of hand-created NPCs categorized enough so that you could ask for an 'elven cleric, 8th level, moon and magic domains' and have it display the stat blocks (assuming someone had uploaded one). It might not be tuned enough for your BBEG, but for NQSBBEGs it could cut down on prep time.

Codemonekypublishing is working on something like this for etools. It could very well be a generator, but IIRC they said something about hundreds of fully stated up NPCs at your fingertips. They made mention of how it would be much more comprehensive than the DMG NPC resource.
 

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