der_kluge said:
I think, however, the original crux of this thread remains - one thing that I am still interested in exploring, perhaps outside the scope of this thread, is "do you think rules-light systems take away some of the fun of character creation" and "how do you balance the simplicities of rules light characters with a player's desire for minute customization?"
The funny thing is that we had exactly this discussion in our group. 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. I understand the desire for "rules-light" systems where the system doesn't "get in the way." However, there are certain aspects of the rules that are wrapped up in each other. You can't just create a character, call the strength attribute "speed" and have it work the same way. A character with a dex-prime doesn't get to add his "prime" bonus to AC any more than a str-prime character gets to add his "prime" bonus to his attacks. So primes basically come into play in skill checks and saving throws. So you can't make a "fast fighter" with high strength, light armor, and low dex, cuz his AC will suck.
The balance that gets struck in an RPG (or any game) is ALWAYS one of "customization" versus "simplicity." Personally, I think 3e has it about right except that maybe it has too many bonus types and a few too many weird "combo" rules. Some people prefer checkers to chess, in a sense, that's what you're talking about here. D&D 3e is more like chess in that it has more tactical options. C&C, in my opinion, drifts toward checkers. The advantage is that it's easier to learn and faster to play. The disadvantage is that the tactical options are much fewer. And basically, that's the crux of the matter. C&C cuts down on player options.
Please note that I'm not dissing C&C, as I play both chess and checkers, and enjoy them both. But I certainly perceive the difference. And my preference is chess.
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.
For the record, I've never been particularly fond of wizard PCs and my score on that silly test is ENTP (although I'm only slightly E).