Okay since you bring that up I have to ask. WTF is up with this?FatR wrote:or that planning by players seriously takes longer than actual adventuring (3.X)
It's like every caster has this unbelievably agonizing deal to go through when it comes to memorizing spells every morning. I find whenever I'm a caster I have a go-to set of "adventuring spells" that kind of covers what I generally might need during the day, and I'll change those up if I have advanced warning. If certain spells are never used or turn out to be BS, I'll adjust every now and again.
However it seems like most casters I play with have to contemplate and agonize over what spells they're going to take. Part of this is decision paralysis brought on by obsessively compulsively gaining every spell in existence possible. Part of it is... I dunno, self-inflicted?
The whole "go to town to buy shit" thing seems broken too. I mean, we're talking about mundane shit and minor magical items at best most of the time. Should it really take 3 hours real-time to buy rations, a few potions, and a wand of cure light wounds? So between the hour of picking spells and the 3 hours of visiting the town, we get in maybe an hour of actual adventuring/game time a session.
Then in the pathfinder game I was playing (and was un-invited from because of various reasons) that hour of adventuring would boil down to one, *maybe* two combats and absolutely no storyline development. Combat would take an hour because the DM would get glazed over keeping track of one or two NPCs/monsters, and we'd end up smoking said monster by gang-fucking it to death.
At one point the DM bitched "I don't ever get to do anything with my monsters." And I said "No shit Sherlock. There's six of us, and me and the fighter average around one hundred twenty five points of damage a round. Which means you need at *least* a monster with 150 hitpoints every round you want him to survive, or you need to throw us up against something I can't hit with a 2 or better."
Bah I'm rambling. But yes, I'd like to see a game where downtime logistics is significantly less than adventure time.
