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What's the biggest challenge / frustration in your game?
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<blockquote data-quote="Look_a_Unicorn" data-source="post: 1820947" data-attributes="member: 11886"><p>Ongoing problems tend not to be with 3.X, the people I play with have all found these rulesets "better" in terms of ease of use and comprehensive-ness than other games they've played (with a few exceptions, mainly AD&D).</p><p></p><p>The main problems seem to be threefold, two of which may be more a problem with the players than the game:</p><p>1) Backstory/characterisation seems to always get skipped over in character gneeration and very few of our DM's insist on it (I'd never roll a dice, given a chance).</p><p>2) Organising a suitable time for us all to get together!!</p><p>3) The inclusions that some players will persistently bug the DM to include from Dragon or other material. When it's a DM that's not too good at saying no, even when it's not suitable for the campaign AND the player isn't willing to help develop a reason for it to exist in the campaign, storywise....</p><p>well I guess it comes back to too many rules not enough immersion.</p><p></p><p>Or it may just mean we (our group) needs to think of it less like a computer game that you ca min/max to win- and more like an adventurous story!!</p></blockquote><p></p>
[QUOTE="Look_a_Unicorn, post: 1820947, member: 11886"] Ongoing problems tend not to be with 3.X, the people I play with have all found these rulesets "better" in terms of ease of use and comprehensive-ness than other games they've played (with a few exceptions, mainly AD&D). The main problems seem to be threefold, two of which may be more a problem with the players than the game: 1) Backstory/characterisation seems to always get skipped over in character gneeration and very few of our DM's insist on it (I'd never roll a dice, given a chance). 2) Organising a suitable time for us all to get together!! 3) The inclusions that some players will persistently bug the DM to include from Dragon or other material. When it's a DM that's not too good at saying no, even when it's not suitable for the campaign AND the player isn't willing to help develop a reason for it to exist in the campaign, storywise.... well I guess it comes back to too many rules not enough immersion. Or it may just mean we (our group) needs to think of it less like a computer game that you ca min/max to win- and more like an adventurous story!! [/QUOTE]
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