JohnSnow said:
The funny thing is that we had exactly this discussion in our group.
Yes, it is amazing how often this same conversation appears in different places, and on different boards...
JohnSnow said:
For the record, I'm one of Akrasia's players, and very sorry that he's moving to Ireland at the end of the month.
Thanks -- I'll miss the gang. We have a really good group (pity it has been impossible to get together over the past few weeks).
JohnSnow said:
... C&C cuts down on player options. ...
I am hoping that with the
Castle Keeper's Guide, players will have a lot more options -- including some guidelines for customizable classes.
My hope is that C&C eventually accomplishes something already achieved in the
Buffy/Angel game -- a fair bit of customization for players, combined with nice 'rules light' guidelines for NPCs and monsters.
We'll see when the CKG comes out (which probably won't be for many months, unfortunately).
JohnSnow said:
Sometime I want to take a poll and check a theory I have. I think most of those who prefer C&C are "wizard players" by preference, and that most of those who don't are not. Spellcasters are the undisputed kings of any game if you take out feats and such. And they retain tactical options (spell lists) that the other classes do not. This makes them more interesting (in other words "fun") to play to everyone but those for whom Conan, Fafhrd, the Grey Mouser or similar characters are the archetypes that attracted them to RPGs.
...
I somewhat disagree with this. At low levels wizards are not more powerful than other classes -- if anything, they tend to be weaker. It is only at higher levels that they start to really shine -- so long as they aren't caught unprepared, or stuck in melee combat (and thus unable to cast spells effectively).
As for feats, etc., being 'balancing forces' between wizards and nonwizards in 3e, I don't think that this is necessarily true either. There are plenty of feats in 3e that give wizards all kinds of new advantages (silent casting, combat casting, etc.) that are
not available to wizards in C&C.
In any case, it is really the
magic system of both C&C and D&D that gives an edge to high-level wizards. If a GM were to replace the magic system with something more ritual-based (or rune-based, or whatever), and with more subtle, and generally 'weaker', effects, this imbalance would disappear.
More generally, I think that the divide between fans of 'rules light' systems and 'rules heavy' systems does
not correspond to the divide between fans of 'Merlin-type characters' and 'Conan-type characters'. Rather, I think it is more basic -- some players are 'tactical' in orientation (they like lots of clearly definied, quantified options and rules in the games that they play), whereas other players are primarily 'immersive' in orientation (they prefer character 'concepts' and 'in character' role-playing, and find the endless details of rules heavy systems to be a distraction and chore).
Most players combine both orientations in varying degrees, of course, but IMO those who like 'rules light' systems tend towards the 'immersive' outlook --
irrespective of whether they like to play characters like Gandalf or the Grey Mouser. Looking at our group over the past year, I would say that Brian and I definitely gravitate towards the 'immersive' outlook, whereas you and Steve S tend to be more 'tactical' in orientation. (Jason and Steve T seem to be roughly in between, as far as I can tell.)