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What's the biggest challenge / frustration in your game?
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<blockquote data-quote="Plane Sailing" data-source="post: 1829737" data-attributes="member: 114"><p>A gaming frustration:</p><p></p><p>Occasionally the play bogs down in "so I go to the baker and order some bread" "while he's doing that I go to the armourer. Has he got some chainmail shirts? Are there any masterwork ones? what kind of price will he do one for me? Half up front? etc. etc. etc.</p><p></p><p>Especially frustrates me as a player; it actually got to the point a couple of months ago when I blurted out "*please* can we crack on with the heroic adventuring? I get enough ordinary life in real life, I don't want to play papers and paychecks, I want to play heroic adventure!" One of the other players took pity on me and dramatically forced the pace for us getting on to where the adventure was going to take place, for which I'm very grateful.</p><p></p><p>A rules frustration:</p><p></p><p>Actually more than one.</p><p></p><p>A) Combats take too long to resolve (which may seem to be at odds with my second problem)</p><p></p><p>B) Higher level combats take two little game time. Since the PCs reached 12th level no melee has lasted more than 5 rounds... 30 seconds.</p><p></p><p>The latter one actually has a whole lot of issues tied up with it (e.g. it is easier to TPK a high level party than a low level one).</p><p></p><p>It seems to me that the basic problem IMO is that the design philosophy which means that offences improve faster than defences is exactly wrong. It ought to be the other way around so that higher level characters facing higher level foes are more durable and thus the big endgame fights seem more epic. That's the way it was in all the earlier editions of D&D that I've played and I LIKE it that way.</p><p></p><p>As it stands now the 1st-3rd level characters had epic combats, the 10-12th level characters either massacre or are massacred within 4-6 melee rounds. Higher level creatures have attack bonuses, DC's and damage output which increase far more quickly than defensive AC and hit points.</p><p></p><p>3e is *designed* that way, but I think it is a bad design. </p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1829737, member: 114"] A gaming frustration: Occasionally the play bogs down in "so I go to the baker and order some bread" "while he's doing that I go to the armourer. Has he got some chainmail shirts? Are there any masterwork ones? what kind of price will he do one for me? Half up front? etc. etc. etc. Especially frustrates me as a player; it actually got to the point a couple of months ago when I blurted out "*please* can we crack on with the heroic adventuring? I get enough ordinary life in real life, I don't want to play papers and paychecks, I want to play heroic adventure!" One of the other players took pity on me and dramatically forced the pace for us getting on to where the adventure was going to take place, for which I'm very grateful. A rules frustration: Actually more than one. A) Combats take too long to resolve (which may seem to be at odds with my second problem) B) Higher level combats take two little game time. Since the PCs reached 12th level no melee has lasted more than 5 rounds... 30 seconds. The latter one actually has a whole lot of issues tied up with it (e.g. it is easier to TPK a high level party than a low level one). It seems to me that the basic problem IMO is that the design philosophy which means that offences improve faster than defences is exactly wrong. It ought to be the other way around so that higher level characters facing higher level foes are more durable and thus the big endgame fights seem more epic. That's the way it was in all the earlier editions of D&D that I've played and I LIKE it that way. As it stands now the 1st-3rd level characters had epic combats, the 10-12th level characters either massacre or are massacred within 4-6 melee rounds. Higher level creatures have attack bonuses, DC's and damage output which increase far more quickly than defensive AC and hit points. 3e is *designed* that way, but I think it is a bad design. Cheers [/QUOTE]
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