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

The_Gneech said:
Another Example: In the current adventure, there is a temple called "The Lady." Scrawled on a wall elsewhere in town, the group found the phrase "Look to the lady for help." In a cellar, they found a small figurine of a woman holding a book. Their conclusion? Start praying to the figurine!
I don't think intelligent, or even vaguely sane for that matter, people would base their strategy on grafitti.
 

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Dagger75 said:
NPC's: Never really had a problem with this. I'll tell you my little tricks. Most stats I say are 14, except a prime stat, Fighters have Str, wiz Int, you get the point. These are 18's. Basically count up the feats they would get and usally only care about feats. Skill points I never really worry about. Rogues all have maxed ranks in Hide and move silently, Wizzy's have maxed concentration and Spellcraft, same with clerics. Fighter have a bunch of ride, Rangers have max survival. I never really care about the "Fluff" skills, professions, craft, most knowledges.

I do (something like) that, and think I have recommended something very similar to that several times on this and other forums. I'll also add that I run with character option books open and use class and prestige class descriptions like monster descriptions.

But I do it as a necessity. It's a shortcut. I prefer everything neatly statted out.
 

My biggest frustration is my whiny players coupled with 3.x's system that puts more power in the player's hands than in the DM's.

I've four players - 2 are ambivalent and 2 whine whenever everything doesn't go in their favor.

They don't want to try a critical hit system that doesn't grossly over-favor them (such as Advanced Players Guide's Crit System or Torn Asunder) - although they have no problem wanting to use one they came up with that penalizes NPCs.

They complain that I sometimes throw encounters at them that could possibly cause them to die.

They consider that any time I take creative license and allow or disallow something to advance the storyline, that it somehow takes away from their characters.

They are offended when I stat out an NPC that is as detailed as a PC - and take even more umbrage at the fact that I would actually consider using all of those feats and stats that I generated and play that NPC intelligently - they act as if the NPCs are simply targets in Hogan's Alley...

They don't seem to care (or lack the capacity) to delve into the richness of the campaign world (we're using FR) and consider any attempt to bring out regional differences as an attempt to stifle them (such as taking offense at the idea that I would penalize them for wearing heavy metal armor when marching through the middle of Raurin's desert...)

They take offense at the idea of possibly doing some in-character stuff while out-of-character (such as handing one of them a piece of paper with strange writing on it along with a primer and letting them decipher it rather than just rolling a Decipher Script check).

Frankly, I'm fed up with the lot of them and am seriously considering just being done with the game altogether and start looking for a new group of players.
 

3catcircus said:
Frankly, I'm fed up with the lot of them and am seriously considering just being done with the game altogether and start looking for a new group of players.

I imagine they'd be grateful as well.

Your styles just don't mesh. At all.

Brad
 

The last time I GMed, my main problem was players who didn't want to play, or didn't want to play as a team. Intra-Party Co-operation was next to nil. Two PCs split (at different times), and the rest died.

As a player, I find the same problems. Something about individuals teaming up just doesn't seem to be working... Sure, there were some squabbles, back in the 1e days (like when the Paladin had more magic items than the Paladin's code allowed, and he wouldn't surrender the crossbow to the Monk, who had no magic items), but all-in-all, we were usually a team, and generally worked together. This never seems to be the case, anymore.

Another problem I've had as a player is a GM who, while great on world-creation, was awfully poor at description, but expected very detailed actions... I tell her my PC looks in the room, roll Spot, and tell her my total. "Looking for what?" is her response. Meanwhile, she tells us we see a fence around a parking lot (in a modern-day setting), and one of the PCs pulls his Leatherman (multitool) to cut the fence. No, she responds, it isn't a chainlink fence... Or the time she shows us a tiled map, saying we see a ruined keep. I ask about the condition of the walls, and she replies "Well, it's all pretty clear, if you just look at the map" (despite the fact that I had just asked a question about it). The Rogue later has to ask about the height of the remaining walls, etc.

A similar problem I run into, a lot, is GMs wanting detailed PC Backgrounds, before they tell you anything about their world. Then they inevitably tell you "No, that doesn't fit with my world! We're going to have to change this..."!

I still find the incompetence of PCs, at levels below 10th, to be pretty shocking. I want a game where the PCs begin as competent, and advance more slowly, I guess. I hate being told my PC can't do something I could accomplish in Jr. High. It destroys versimilitude, and any enjoyment of the game, for me. (DMs: Don't sweat the small stuff. If a seventh level Ranger says he pitches a tent, forget the Rope Use roll! Assume a Ranger know how to pitch a tent, move on, and get over it!)

The power divide between Spellslinger and Mundanes also bothers me. I need to write a lower-magic game where skills are as important as magic.

Example: In 1e, striking an Invisible opponent gave you a -4 penalty... Now, he is immune to being hit, AT ALL, except with area affect, unless you first locate him with a whopping penalty (-30, IIRC), or just swing at two random squares. Ees no fair! Spot checks which succeed (with an Invisibility bonus) should pin-point the Inviso, not just tell you "There's something out there, somewhere!" I have never figured out just WHAT is being spotted, if it's not tracks (he's in the last one!), something being moved (THERE he is!), etc.

Nope, spells are too powerful, compared to weapons. In this game that I need to write, I also need to lower spell damage, and make magic equal to weapons, and much more subtle! :uhoh:
 

I believe my most glaring problem with the D20 games I've been in is a sort of inertia that so many players and GMs have. It's hard to try something new beyond what's stereotypical or cliche (or published by WotC), or to experiment with different rules (not completely tearing D20 to shreds, just experimenting with things). There is either a lack of interest or outright hostility to the ideas. Very few people are willing to actually give new things a try. It gets tiresome.
 

I feel as though the CR system forces me to create a character of a certain minimum power level, while I'd rather just create a character that fits my concept.
 

I enjoy properly statting out NPCs... enjoy playing around with the numbers to get a challenge for the party!

Party cohesion... I've found themed campaigns work round this quite nicely. A GM I played with runs most of his games like this and I've found it works really well. Some of the better ones we've played are an order of mages, a Jedi padawan group and a battletech Clan scout force. In each case, we had support types with us, allowing for almost any class of character.

Gives the PCs a reason to work together right from the start. Then it gives them good reasons to stay together. Of course it still allows for individual goals, but a lot of those seemed to grow up in game. The organisation can be removed later and that brings up a whole load more plot hooks. Something I've now stolen for my games.


My biggest bugbear is definitely maps. I've got the drawing talents of a 3 year old. Unfortunately I normally have too clear an idea of what I want to just take someone elses map and change it around. Bah!

There's a very fine line between a cakewalk and a TPK. Find this can be a bit gut wrenching. Especially if the players don't know when to cut and run... had problems with this as a player too.
 

as a player in the newer editions my biggest frustration has been levelling way too fast. not having the time to learn my new powers/feats/skills before we are ready to level again.

followed by ...my fellow players trying to play a video game. buying and selling magic as if it were trinkets. or DMs throwing them at us like they were buckets of water. plus DMs not calculating exactly how to make them... which means +15 swords by the rules... with all the powers figured out. plust no history behind why or how the BBEG got it.


followed by Card gaming influence. the PC is no longer a PC he is a stat card. add this. take that. and build this. and the use of point buy so that everyone has basically the same stats.


followed by no Heroes. a Vampire/Werewolf influence imo. no one wants to take control. they want everyone to vote for an adventure. yet when someone suggests something. they In Character say why they wouldn't do such a thing.... half the time...okay more than half the time. i feel like Cdg:ed my fellow party members in their sleep. taking their stuff. and retiring from the adventuring life to run an Inn.
 

Slow combat. It doesn't help that we have a fairly large group (7 pc's) and a couple of people who just can't seem to plan ahead enough while it's other person's turns.

I am however looking forward, slightly, to my chance to switch off with one of the other DM's in my group. The party has gone from 3rd to 6th level now, I'm figuring on maybe pausing my campaign around 9th or 10th level depending on how the plot unfolds.
 

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