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What's the biggest challenge / frustration in your game?
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<blockquote data-quote="ashockney" data-source="post: 1829113" data-attributes="member: 1363"><p><strong>Challenges</strong></p><p></p><p>It's pretty amazing to hear how similiar these concerns are across the thread. For d20 publishers there are appear to be two big opportunties:</p><p></p><p>1) A simpler rules system, that makes preparation easier and speeds up combat</p><p>2) A primer on DM'ing that is helpful in translating 3rd Edition rules mechanics into a efficient and effective game, put into a usable trainer's guide format. See many of the management books out on the market about coaching or interpersonal comunication styles.</p><p></p><p>I've been working on the first item, and here were the primary concerns in my design scope document:</p><p></p><p>1) To improve the game from 12th to 20th level.</p><p>2) To significantly reduce the amount of time a DM must invest to create an adventure.</p><p>3) To make all the classes relevant and worth playing.</p><p>4) To make every monster in the SRD MM (3.5) playable without buffing up.</p><p>5) To reduce the time required to play a high-level combat.</p><p>6) To make the high level game more accessible players who are turned off by greater complexity.</p></blockquote><p></p>
[QUOTE="ashockney, post: 1829113, member: 1363"] [b]Challenges[/b] It's pretty amazing to hear how similiar these concerns are across the thread. For d20 publishers there are appear to be two big opportunties: 1) A simpler rules system, that makes preparation easier and speeds up combat 2) A primer on DM'ing that is helpful in translating 3rd Edition rules mechanics into a efficient and effective game, put into a usable trainer's guide format. See many of the management books out on the market about coaching or interpersonal comunication styles. I've been working on the first item, and here were the primary concerns in my design scope document: 1) To improve the game from 12th to 20th level. 2) To significantly reduce the amount of time a DM must invest to create an adventure. 3) To make all the classes relevant and worth playing. 4) To make every monster in the SRD MM (3.5) playable without buffing up. 5) To reduce the time required to play a high-level combat. 6) To make the high level game more accessible players who are turned off by greater complexity. [/QUOTE]
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