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4E Burnout - What to do next?
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<blockquote data-quote="GregoryOatmeal" data-source="post: 5790068" data-attributes="member: 6667661"><p>I have no idea what that product you linked to was. Look up C&C on Amazon and the first thing you'll hit is a PHB.</p><p></p><p>When I started playing 2E in 1997, before we had cars and drivers licenses and hi-speed internet and printers for character sheets, we played with a 2E PHB, a 1E MM we bought from a library auction for a quarter, pencils, notebook paper and dice. We home-ruled a bunch of crap and didn't really figure out how the rules worked or even read the books. C&C's about getting back to that. If you were there in the TSR era you'll know what to do.</p><p></p><p>If you want to play the game right you should probably have the PHB and Monster book. Those are the only required books (the DMG is kind of like an arcana options/epic book for characters above level 12). I think the digest versions are just cheaper paperbacks with the same content. </p><p></p><p>But honestly the only C&C product I own is the PHB. I invested in a bunch of 1E/2E modules I never could afford the first go-around. The only conversion skill required (to play old TSR modules or use old TSR monster books) is being able to flip THAC0/AC to an ascending system (subtract the number from 20. It's easy). If I want to get away from the modules I just make up monsters and keep the stats in me head, like we used to do.</p><p></p><p><strong>Screw it, don't buy anything</strong>. Take a test-drive and download the 30-page level 1 starter rules on the internet and dig up an old MM or copy of Keep on the Borderlands (flip AC/THAC0 so they ascend) or track down a free module. Or make something up. Like goblins have 1d6 hitpoints and about an 11 AC and small-category short-swords that do 1d4 dmg (you can just lift em from a 3E book). That sounds pretty accurate. If the starter guide doesn't say how to resolve critical hits just import the 4E rules (max damage). Or 3E, or the chart you found in the obscure 2E box set. Making rules up is often faster and more effective than looking them up. Not having everything explicitly stated in a 300 page book is a beautiful thing.</p><p></p><p>I really have a hard time trying to convince my PF-munchkin friends to play C&C, since they find it hard to identify with characters without hundreds of pages of feats and prestige classes to fall back on. They're right that every rogue basically has the same abilities and features no customization (and they should go dig up some old 2e kits). Still this is definitely my go-to game for all of the newbies I play with. They just shut down when they have to go through nearly a dozen stages of character creation to start gaming.</p><p></p><p>I can't recommend it highly enough.</p></blockquote><p></p>
[QUOTE="GregoryOatmeal, post: 5790068, member: 6667661"] I have no idea what that product you linked to was. Look up C&C on Amazon and the first thing you'll hit is a PHB. When I started playing 2E in 1997, before we had cars and drivers licenses and hi-speed internet and printers for character sheets, we played with a 2E PHB, a 1E MM we bought from a library auction for a quarter, pencils, notebook paper and dice. We home-ruled a bunch of crap and didn't really figure out how the rules worked or even read the books. C&C's about getting back to that. If you were there in the TSR era you'll know what to do. If you want to play the game right you should probably have the PHB and Monster book. Those are the only required books (the DMG is kind of like an arcana options/epic book for characters above level 12). I think the digest versions are just cheaper paperbacks with the same content. But honestly the only C&C product I own is the PHB. I invested in a bunch of 1E/2E modules I never could afford the first go-around. The only conversion skill required (to play old TSR modules or use old TSR monster books) is being able to flip THAC0/AC to an ascending system (subtract the number from 20. It's easy). If I want to get away from the modules I just make up monsters and keep the stats in me head, like we used to do. [B]Screw it, don't buy anything[/B]. Take a test-drive and download the 30-page level 1 starter rules on the internet and dig up an old MM or copy of Keep on the Borderlands (flip AC/THAC0 so they ascend) or track down a free module. Or make something up. Like goblins have 1d6 hitpoints and about an 11 AC and small-category short-swords that do 1d4 dmg (you can just lift em from a 3E book). That sounds pretty accurate. If the starter guide doesn't say how to resolve critical hits just import the 4E rules (max damage). Or 3E, or the chart you found in the obscure 2E box set. Making rules up is often faster and more effective than looking them up. Not having everything explicitly stated in a 300 page book is a beautiful thing. I really have a hard time trying to convince my PF-munchkin friends to play C&C, since they find it hard to identify with characters without hundreds of pages of feats and prestige classes to fall back on. They're right that every rogue basically has the same abilities and features no customization (and they should go dig up some old 2e kits). Still this is definitely my go-to game for all of the newbies I play with. They just shut down when they have to go through nearly a dozen stages of character creation to start gaming. I can't recommend it highly enough. [/QUOTE]
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