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[C&C] Holy Smokes ... I'm REALLY Impressed!
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<blockquote data-quote="Mystaros" data-source="post: 3455470" data-attributes="member: 3921"><p>In summary, C&C takes the best parts of every edition of everyone's favorite game, strips down the d20 System (Fantasy) to its core to form the SIEGE Engine, and rebuilds the game based on that... but, unlike in the standard d20 System (Fantasy), the SIEGE Engine is a foundation on which to build, not a rigid structure that must be followed. So if you want to house rule something, unlike in standard d20 System, the whole house of cards won't come falling down around your ears.</p><p></p><p>Want to make magical weapons exceedingly rare? With C&C, it's a snap. With standard d20, it would cause fits!</p><p></p><p>Want to change the cleric class? Or the wizard class? Or make something entirely new? You can do it quite easily without worrying much about the balance, and how it affects a "character build," and whether X feat will combine with Y and Z and K and S3 feats to make some monster of a character.</p><p></p><p>The feel is completely different, too. Whenever I play d20 System (Fantasy) I feel like I'm trying to emulate a freaking videogame. C&C brings back the classic, epic feel of the game as an adventure.</p><p></p><p>It's not perfect, mind. It has a few problems here and there. Personally, I think the elements that try to emulate the AD&D 1E/2E system just don't feel right. There are some class issues, especially with the barbarian and the monk. But this is all in my opinion; your own mileage may vary. But the best thing is, if I as a judge don't like something, I can change it very easily. The system really puts a lot of control back in the hands of the judge, rather than in the rulebook. "Rule 0" in d20 System was always kind of a joke in practice; in C&C, it's the only rule that matters.</p></blockquote><p></p>
[QUOTE="Mystaros, post: 3455470, member: 3921"] In summary, C&C takes the best parts of every edition of everyone's favorite game, strips down the d20 System (Fantasy) to its core to form the SIEGE Engine, and rebuilds the game based on that... but, unlike in the standard d20 System (Fantasy), the SIEGE Engine is a foundation on which to build, not a rigid structure that must be followed. So if you want to house rule something, unlike in standard d20 System, the whole house of cards won't come falling down around your ears. Want to make magical weapons exceedingly rare? With C&C, it's a snap. With standard d20, it would cause fits! Want to change the cleric class? Or the wizard class? Or make something entirely new? You can do it quite easily without worrying much about the balance, and how it affects a "character build," and whether X feat will combine with Y and Z and K and S3 feats to make some monster of a character. The feel is completely different, too. Whenever I play d20 System (Fantasy) I feel like I'm trying to emulate a freaking videogame. C&C brings back the classic, epic feel of the game as an adventure. It's not perfect, mind. It has a few problems here and there. Personally, I think the elements that try to emulate the AD&D 1E/2E system just don't feel right. There are some class issues, especially with the barbarian and the monk. But this is all in my opinion; your own mileage may vary. But the best thing is, if I as a judge don't like something, I can change it very easily. The system really puts a lot of control back in the hands of the judge, rather than in the rulebook. "Rule 0" in d20 System was always kind of a joke in practice; in C&C, it's the only rule that matters. [/QUOTE]
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