JohnSnow said:
The word for what I'm talking about is "verisimilitude" ...
Yeah, that is a cool word, and I used it myself in an earlier post concerning this very point. I guess this is one of the 'agreeing to disagree' points.
JohnSnow said:
However, for the world to feel real, the same task should be exactly as difficult to accomplish one time as the next. I also think RPG rules should handle person-to-person combat between two human beings in a reasonably sensible and consistent manner.
I fail to see how a rules light game like C&C (or Buffy/Angel, or ...) fails to accomplish all these goals.
One thing to keep in mind -- rules light games generally don't try to 'fine tune' each and every situation (by using lots of different circumstance modifiers, condition modifiers, etc.). They rely on more general resolution mechanisms -- and thus can be entirely consistent, but not as 'fine grained' as rules heavy systems.
Which is enough verisimilitude for me -- at least when it comes to a world of orcs, wizards, and dragons.
JohnSnow said:
Nobody's bothered to try a trip, disarm, or grapple, that I recall. IIRC, C&C gives a character who's being "grappled" a "free attack" against the person doing the grappling.
Incorrect.
JohnSnow said:
AD&D used to give a free attack to anyone who dropped out of combat to drink a potion - via the same "fleeing combat" rule you mentioned above. I imagine C&C hasn't done away with that either.
That is covered by the 'fleeing combat' action -- it is hardly a new rule.
JohnSnow said:
I have assumed (perhaps incorrectly) that a character trying to run past "mooks" to engage their spellcaster boss would also provoke a free attack. Am I wrong?
Yes, you're wrong. Although the PC would probably be blocked by said mooks (or the mooks would use their actions to block the PC).
But yeah, it is
easier to disrupt spellcasters in C&C (as there is no 'combat casting' feat either).
I happen to approve of this game feature -- and the general fact that spellcasters are weaker in C&C than they are in 3e.
JohnSnow said:
It's nice to know that I can try anything I want in C&C. Of course, it would be helpful to me as a player to have some idea what my chances of success are before I try it.
Well, I think I've been pretty good about telling players how difficult their proposed actions will be.
JohnSnow said:
However, I tend to evaluate all games from the perspective of a fighter, rogue, or ranger player .... as a fighter, I'd have to guess what my chances are of pulling off a disarm, trip, feint, or whatever. If I have to ask the CK every time, it's not worth the effort. If I get nailed with a huge penalty, I'm not gonna bother doing it.
First of all, you're being completely unfair to C&C (yet again) here. There
are clear rules for disarming (just as there are for grappling, pummeling, overbearing, etc.). See pp. 116-117.
I don't mind that you prefer 3e over C&C. I just wish you wouldn't give C&C short shrift by not actually appreciating what rules C&C
does have!
As for things that you would like to be included that are not in C&C -- e.g. feinting -- I am sure that we could all agree to an appropriate house rule, that would subsequently be written down in our 'house rules' document for future reference.
JohnSnow said:
Aren't you at all worried you won't be consistent?
Not really.
JohnSnow said:
As an example, what's the TN for opening a "good" lock in C&C? Where does that number come from? Just curious.
Well, the default for a task is a TN of 18. So a really 'good' lock could be anywhere from TN19 to TN 35 -- depending on how 'good' it is. (Just as the DC for a good lock could be anywhere from 20 to ... whatever the DM decides.)
Keep in mind that in C&C, PCs are assumed to
succeed at most easy or average tasks. Rolls are only used for difficult tasks, or tasks in which the consequences of failure are considerable.