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What's the biggest challenge / frustration in your game?
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<blockquote data-quote="ashockney" data-source="post: 1829573" data-attributes="member: 1363"><p>Good point Psion. I didn't intend to imply that my list was what a comprehensive summary of all the problems identified. Instead, I hoped to point out that many of the problems seem very similiar (including your own - prep time, speeding high level play). In addition, those problems are also problems I was trying to tackle...as illustrated by my list. </p><p></p><p>I couldn't agree more that they did a real nice job making all the classes more playable in the core rules. If you try and set foot outside of them, it becomes a problem fast, in my opinion. </p><p></p><p>I'd throw this question out to anyone who plays a traditional D&D campaign (mostly combat to earn xp), and use more books than the core rules: anyone in your campaign play a bard recently? How about a fighter - straight up? Hmmm... Curious.</p><p></p><p>The reason I chose to tackle the items on this list together is to because of the synergy I found when trying to playtest solutions to some of them. Good fixes to one, had a positive carryover effect to the others. </p><p></p><p>A couple of examples: get rid of polymorph, get rid of books of stat buffs, simplify the morale, size, competence, luck, insight, and size bonuses and buffs.</p><p></p><p>Speeding up high level play, two words: use averages.</p><p></p><p>I'm definitely with those who indicate that PC's 5 hour combat was way, way too long. I'm lucky to game for about 6 hours total a month. Spending 5 hours on one combat would result in a campaign that would take roughly 20 years to run. This would not meet my players expectations. We've run our fair share of 5 hour combats in 3rd Edition, and in some we've had players fall asleep when waiting 45 minutes between turns. Not a shot on those who love that kind of game, and find it rewarding. Our group's not one of those. Our combats seem to flow well lasting 4 - 7 rounds, and taking no more than 30 min IRL.</p></blockquote><p></p>
[QUOTE="ashockney, post: 1829573, member: 1363"] Good point Psion. I didn't intend to imply that my list was what a comprehensive summary of all the problems identified. Instead, I hoped to point out that many of the problems seem very similiar (including your own - prep time, speeding high level play). In addition, those problems are also problems I was trying to tackle...as illustrated by my list. I couldn't agree more that they did a real nice job making all the classes more playable in the core rules. If you try and set foot outside of them, it becomes a problem fast, in my opinion. I'd throw this question out to anyone who plays a traditional D&D campaign (mostly combat to earn xp), and use more books than the core rules: anyone in your campaign play a bard recently? How about a fighter - straight up? Hmmm... Curious. The reason I chose to tackle the items on this list together is to because of the synergy I found when trying to playtest solutions to some of them. Good fixes to one, had a positive carryover effect to the others. A couple of examples: get rid of polymorph, get rid of books of stat buffs, simplify the morale, size, competence, luck, insight, and size bonuses and buffs. Speeding up high level play, two words: use averages. I'm definitely with those who indicate that PC's 5 hour combat was way, way too long. I'm lucky to game for about 6 hours total a month. Spending 5 hours on one combat would result in a campaign that would take roughly 20 years to run. This would not meet my players expectations. We've run our fair share of 5 hour combats in 3rd Edition, and in some we've had players fall asleep when waiting 45 minutes between turns. Not a shot on those who love that kind of game, and find it rewarding. Our group's not one of those. Our combats seem to flow well lasting 4 - 7 rounds, and taking no more than 30 min IRL. [/QUOTE]
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