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In a word, crafting. That always seemed boring as fuck to me. Generally, poison-use never seems worth the effort to engage with either.
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>>98063318
Bleeding rules. I either forget they are a thing if they are simple, or ignore them due to how retardedly compex they can be.
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>>98063318
Haggling rules. Its just so silly, no you cant get a 50% off on a product because you are really sauve (unless you were already being scammed and any money you pay is good).
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>>98063318
Randomized disposition on NPCs and rolls for shifting it. Why the fuck do I need the dice to decide how an NPC acts and why the fuck would I roll at all when most of the outcomes have a high chance to make zero sense?
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>>98063318
Diseases basically never really see any use. I have yet to run into a single instance of disease actually doing anything.
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>>98063318
I don't know about never, because generally when I'm running or trying out a system, I'll at least test out the mechanics to see if they work as advertised.

One of the most useless rules was the chance of randomly getting lost. It has some functionality in a hexcrawl, but even then it's usually pretty low odds to actually get lost and typically just wastes a few hours of the party's travel at worst.
Pretty much every other travel or wilderness survival rule is better, because it actually involves something happening.
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>>98063318
Any systems I've never used, I don't know about.
This line is to preface the fact that I acknowledge not having engaged with every possible system ever, but also that I have used all systems I've encountered to some capacity.

As a footnote, I have experimented with a number of different homebrewed crafting systems, and found most of them extremely fun in isolation, but immensely difficult to fit them into games in which they wouldn't be the dominant option.
It's kinda like the Skyrim problem where your smithing easily gets to the point where crafted items blow most loot out of the fucking water.
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>>98064041
I mean it sounds like your problem is you don’t have encounters prepared for when your characters get lost (or time sensitive objectives, but that’s a different side of things) - not the mechanic of getting lost in the first place.
If you just say “you’re lost, you walk around and see trees for 4 hours” then yeah that’s kinda boring, but occasionally you gotta mix that up with them finding different things that they weren’t intending to find. By not taking the direct route, they cone across monsters, resources, settlements (or ruins thereof), caves, landmarks like waterfalls or gorges etc.

>>98063603
I think flat, video game style “My skill is so good that the price is cut down 40%” is pretty stupid, but I think there’s a place for bargaining as long as the player is pushing some kind of alternate trade or service. And then the skill roll is whether the merchant will accept those alternate terms.

>>98063728
Just make your diseases more interesting and impactful.
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>>98065455
>If you just say “you’re lost, you walk around and see trees for 4 hours” then yeah that’s kinda boring,
I mean yeah? That's the system I'm talking about.

>By not taking the direct route, they cone across monsters, resources, settlements (or ruins thereof), caves, landmarks like waterfalls or gorges etc.
Except you don't need rules for getting lost for that. If they're not on a road (in which case they shouldn't be getting lost anyway), then they're already going to be running into things just by trekking through forests and hills. That's what encounter tables are for.

Getting lost at most just means extra rolls on encounter tables while they spend time getting back on track. Pointing out all of the more interesting stuff that can happen during travel beyond "getting lost" is just affirming my point.
If I completely gut the mechanics of getting lost, I'm still able to prepare encounters for the party in the wilderness. I can still have time sensitive objectives get interrupted by bad weather or other events. A failed navigation check isn't what adds those things to the game.
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>>98063318
I just read the rules once or twice and then do whatever makes sense in the moment without going back to the actual RAW.

Players seem to like it so I guess I'm doing something right, idk.
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>>98065455
>I think flat, video game style “My skill is so good that the price is cut down 40%” is pretty stupid, but I think...

Yeah thats my point, haggling mechanics shouldnt be more than a skill roll to see if they accept or refuse your offer.
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>>98063318
"Social combat" rules. It doesn't matter what the system is, these are always autistic and retarded as fuck. If you need rules to talk to someone, you shouldn't be playing TTRPGs.
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>>98067794
Talking to people always involves rules anon
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Poison tends to be great when it's free. It's just adding extra damage and ending fights faster. The issue is when a player has to take limited character ability slots (feats and class features and the like) to be able to make these things. Now it has to mechanically compete with much flashier and more immediately impactful abilities, and is likely eating up all your downtime to prepare to boot. So it never feels as impactful as it could be when this happens.
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>>98063318
>Language proficiencies
Either a character knows the language (or has magic to translate it) and fills the party in, making it pointless... or nobody in the party knows the language and the content the DM prepared is worthless because the players won't give a shit about content they literally can't comprehend.
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>>98067969
Seconding, aside from MAYBE Thieves Cant, I don't think I've ever seen players use extra languages for any purpose other than stealthily insulting people.
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>>98063318
Seconding crafting. I don't think I have ever seen it applied in a way where crafting gear and items from components would be more rewarding and meaningful than just looting them from a dungeon or directly buying them. It just feels like bloat content and busywork, and waste of time in sessions unless it is something crafter characters just do in their own time between adventures and sessions..
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>>98067969
Depends on the campaign, I find language an interesting barrier and often use it, but yeah dnd-style games dont benefit from it
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>>98067995
I think the repair part of crafting is used often, but yeah i never had a player craft anything
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>>98067995
Crafting only works when it's made into a choice type of deal.
>"You found this rare material, Anon. You can use it to forge a new sword, upgrade your armor, or make X magic item. But you only have enough of the material to pick one."

Trying to treat crafting like a survival game where players need to gather a dozen different things to make basic equipment just fucking blows though. You're 100% right about that part.
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>>98063318
Hot take here, but spell preparation.
I've been DMing for 10 years now and I've never had a single player that hasn't slipped up on spell prep at some point and just used spells they didn't have prepared when they needed them.
Sometimes this is intentional on their part, sometimes they genuinely forget, but most often it's just because the mechanic is fucking annoying and doesn't add anything to the game except artificial "balance" that only matters if you're playing with whiny meta-gaming munchkins anyway. Thankfully my groups have never been like that, and I generally let my players get away with rule-of-cool stuff and do stuff their characters should be able to do rather than rules-whore them over it.
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>>98068013
As a player who loves crafting and a DM who tries to encourage my players, this is the best way. Ask what the craft-focused player wants out of crafts, create some engaging choices. Quest for the rare material needed or the place it needs to be made. For the more warlord-type crafters, the need for gold, rare materials or beasts to expedite construction.
Make the choices matter.
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>>98063318
Despite running Call of Cthulhu for years as my main game, I’ve never had anyone go to a therapist or asylum for treatment.
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>>98063318
Always thought it was weird how humanity's #1 solution to every problem IRL has been crafting, yet it gets next to 0 representation in RPGs.
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>>98068183
You are missing out, dont give them the choice, have the tard catchers appear from a van dressed in white and basically kidnap them, this should provide a way for the rest of the party to begin doing some time skip when no further clues show themselves
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>>98063318
>>98067905
NTA, but unless you base the whole combat strategy around it, you shouldn't NEED anything to make use of it.
It doesn't take a dozen feats to cover your blade with poison. At most, you'd need a weapon suited for it.

If you were a chem warfare specialist, a cheeky alchemist, or a poisoner assassin, that would be a different story.
You could be working with special poisons, something a cut above the usual stuff with special requirements.
I could see how you'd need some special knowledge and expertise to prepare and use it correctly.
But, for all those special requirements, it'd have some properties that make it worth all that effort.
There should be a reason to break out "the good stuff" or is it "the bad stuff"? instead of the usual.

I should also note that not everyone can make good use of it, simply due to the way of fighting.
A fighter generally doesn't need a slow-acting poison - he needs stuff dead asap.
Mages have no need of poison - they throw magic at their problems.
Even so, there would be exceptions, like fast-acting paralytics, magic vulnerability poisons, anti-%monster_type% poisons, non-lethal stuff, and so on.

I'd like to streamline it's production too, such as layering more stuff to create progressively stronger concoctions.
>declare you're passively gathering poisonous herbs and whatnot as you travel
>survivalist to gather, herblore to identify, quickly grind some of it together - there's your weak poison
>got alchemy skills and some equipment? refine it into a higher grade
>got a whole lab? rad, make a deadly extract out of it
And so on. Extra effort for extra reward, like catching and draining snakes for venom, foraging for poisonous mushrooms and whatnot.
Add it to the passively-gathered stuff, and it boosts the base stats, while refining takes it even further.
Want specific effect(s)? A little more effort, but still not days worth of toil for a tiny-ass vial, not unless you're going to kill god with it.
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>>98067794
You aren't your character, so no, you don't need rules to talk to someone.
However, if you're playing a game, and one of the game's challenges is social combat, then a game needs to clearly establish the conditions for resolving exchanges, valid abilities/actions, related resources, and win/loss conditions for overall situations. These rules may be subject to house ruling, as with any tabletop game, but once rules are established, they are to be executed with consistency and as little bias as possible

If you want to have conversations as yourself with other people, while creating a story with them and adopting a different role, this is collaborative storytelling, which is completely fine, but isn't a game to any capacity.
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>>98067794
These types of rules don't work because, unlike every other type of action in an RPG, talking is not abstracted .

You dictate exactly what your character says word for word, and you know how your character would react to something said by someone else. The only way to make those mechanics work would be to take away people's ability to speak in character, which is not done for obvious reasons.
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>>98063603
>no you can't do something that's in the rules
Fiat GMs deserve the rope
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>>98065455
Bargaining in character is an enormous waste of time to save 5-10 gp.
Do the roll, see how it goes and move fucking on.
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>>98068882
The point isn't in using the poison, my issue was clearly that the ability to choose which poisons you're applying beyond what the GM might give you for free will largely mean you have to invest your character in the creation of them. Even buying them from a shop will generally be limited by the GM, as well as costing gold that you might prefer to spend on something else.
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>>98063728
This one depends entirely on game in question
>Malaria in Dicey Tales
Lol, lmao even
>Malaria in WFRP
You are completely disabled every d3+1 days, forever, so enjoy dying
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>>98069210
Imo, this is largely a balance issue.
There's the lethal poison, and there are the nonlethal "utility poisons", aka potions by another name.

Nonlethal poisons are basically potions, so they're balanced as such.
A lethal poison is essentially a consumable weapon, not unlike throwing knives, that you can add to your other weapons.
There's very little variety to it, just how much and how fast it damages the target. Free poison shouldn't be strong.
It's perfectly reasonable to expect some investment, whether of time and effort (and skill), or gold to acquire stronger stuff.
You get out of it what you put in, no more, no less.

Beyond that, I'm afraid, it might be a GM problem, if he's not keen on players acquiring and using poisons for some reason.
Granted, crafting is usually aids in most systems - an afterthought at best, and an utter waste of time at worst.
It is what it is. Either homebrew some rules for it, or make do with what you have in your system.
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>>98068046
If your players are playing anything other casters when you run your games like they, them and you are absolute retards.

Also stop playing D&D. You clearly don't like how it handles things.
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>>98069252
Mostly complaining about it in D&D to be perfectly frank. Restoration spells fix the problem and Paladins get divine health which allows them to walk it and poison off.

I do have a couple diseases though they were going to play more into the campaign as the party progressed and more importantly would ignore Divine Health and Restoration as a Talona cult gets more powerful.

My favourite is Murdock's degradation out of the 6 I made

Murdock's Degradation, the target's brain begins to feel numb and slowly begins to rot away causing hallucinations of both visual and audio kinds as their minds slowly slip away. Targets take 2d6 necrotic and psychic damage whilst afflicted, they also have disadvantage on intelligence and wisdom saving throws and have a -5 penalty whilst using skills related to those two stats. Its essentially rapid brain cancer
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>>98069501
How does "D&D handle things", when every DM runs it differently?
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>>98063318
Crafting is broken as shit in 3.PF though.
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>>98063318
Foraging. Rations are cheap, many GMs don't even track them (or not thoroughly) and I don't wanna risk losing a character by eating the wrong berry.

>>98063728
Been a while, but if memory serves The Dark Eye had some nasty stuff.
Also HMHVV in Shadowrun is kind of a big deal.
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>>98063603
Haggling itself isn't the problem its the degree of variance and the mechanics. You might like how GURPS does it, where the merchant's lowest/highest price is determined ahead of time, and the haggling just determines how close to that fair price the buyer/seller can get. It means you can't haggle much to decrease the price of a mug of beer or other staple good sold for limited margins, but an adventurer trying to sell rare goods will have to fight to not be paid a tiny portion of their "real value".
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>>98067794
It's even worse when someone tries to force it to work because it always results in retarded shit that causes insane ludonarrative dissonance.
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>>98070520
Retarded question. D&D rules are D&D rules, regardless of your gay homebrew or ignoring core mechanics like spell-preparation that exist for a reason. Just play a different game, you clearly don't want D&D. Stop crawling back to it like a beaten housewife.
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>>98073050
What edition
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>>98073263
You know damn well you're talking about 5e, you facetious little troll.
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>>98073263
99.9% of the time anyone on /tg/ is talking about D&D it's 5e.
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>>98073278
>>98073287
That only makes the "every DM handles it differently" post more pertinent if anything. 5e historically has barebones rules for a lot of its systems.
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>>98073296
5e is garbage, stop sugar-coating it and just play a game that actually does what you want instead of making excuses for a game that clearly doesn't. Holy fuck the DnDrone Brainrot is strong with (you).
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>>98068046
>you can have x amount of spells prepared at any one time, you can change them when you long rest
this is what it's been for over 10 years
if you struggle with it you may be fucking retarded
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>>98073310
He's playing D&D 5e and trying to white knight it in this topic. Yes, he is supremely retarded.



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