Akrasia said:
(1.) The detailed, tactical combat system (which pretty much requires the use of miniatures and a battlemat). Combat should never take more than 40 minutes IMO.
...
The real underlying difference between us is (1.). I think that is just a matter of taste, and has nothing to do with being 'right brained' or 'left brained' or whatever.
Well, yes and no. I think you're correct that the MAJOR difference is (1.). But it's also a question of priority. The magic system (2.) bothers me a lot more than the stat blocks (3.), and I submit that not having to buy "so-many-thousand-gp-of-equipment" would make the stat blocks a LOT easier. So my personal take would be "fix the magic system first."
Then I'd make changes to the skill and feat system to make selection easier, and eliminate the balance "problem" of no high-level feats, so that you don't have to take a customized class to stay "competitive." Which eliminates the need for prestige classes, which I know you just love!
As far as the combat system, I suppose you're right. As a GM, I would rather have the rules "laid out" than have to come up with them on the fly. As a player, I'm not real eager to constantly be asking the DM what I'm allowed to do, or what the mechanic is if I decide to do something. If I know in advance that something is possible, I come up with tactics between games.
I know you think I'm not giving C&C credit for the rules it does have, but the fact is that I see rules for tripping, disarming, or grappling (with substantial penalties for success and no particular tactical advantage) and decide it's just not worth it. Just as in 3e, I'd be disinclined to trip someone without taking "Improved Trip," I'm disinclined to do it at all in C&C. Basically, it's easier (and usually just as effective, especially at low levels) to just "whack" someone.
I guess this is another one of those agreeing to disagree things. Personally, I think C&C sacrifices too much fun stuff in order to get fast and playable. A lot of the "situations" end up being adjudicated entirely by the CK, which either
is "DM fiat" or its "consistent rules existing in the CK's head" - which to me
feels like DM fiat. And I agree with the statement below.
Numion said:
For me at least the accomplishments dont feel as legitimate when they are by DM fiat instead of rules .. not that rules aren't broken from time to time at my table.
And just since this would get boring if we just agreed on everything...
Akrasia said:
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.)
But D&D talks about what a "poor quality lock" is. And provides rules for doing so with improvised tools. And so on, and so on. Yes, in the end, the DM picks a target number, but a good DM will rule that an amazing lock is ALWAYS an amazing lock. The best lock in the kingdom is the best lock in the kingdom, and it ALWAYS has a check DC of 35 (or 40, or whatever), not 18 plus the level of the character, plus whatever factor the CK feels like.
I looked for numerical guidelines in C&C. While they do exist, the seem awfully nebulous to me. The default advice seems to be: "Adjust the TN upwards by a number that feels right to you. After a while, you'll get used to picking numbers that work for you and your group. A good rule of thumb is to increase the number by 1 for the level of the characters. Easy tasks should add 1-5, difficult ones 6-10, very difficult 11-15, and heroic 15-20 or more."
Which to me is nebulous guidelines at best. It implies that first-level characters face 1st level locks, 3rd-level characters face 3rd level locks, and so on. And while I suppose that's one way to keep the challenge level consistent, the sense of increasing capability is gone. At 1st level, I could only bypass the easy locks. Now I can bypass all but the most challenging. That may still be true in C&C, but I didn't see any generic description of how to determine "most locks in the campaign world are X quality."
I guess it's "challenge appropriate" numbers vs. "world simulation" numbers. For me, part of that verisimilitude is knowing that there's a pick lock DC for "poor, average, good, etc." As a DM, I can thumbnail whether I think a lock should be "good." As a player, it means a lot more to me that the lock is "good quality" than being told "it's an appropriate challenge for a character of my level." Because that yanks me out of the world and reminds me I'm playing a game. Which I guess is what the combat system does for you. Thorny problem...
To each their own though I guess.
Just to be contrary...technically speaking, the TN is 18 if it's not a prime, and 12 if it is. But we've already been over that.
Akrasia said:
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.
If I remember my 1e
Dungeonmaster's Guide correctly, Gygax used this reasoning to justify why he never included skills in D&D. Characters were just "assumed" to be "reasonably competent" at anything they wanted to be. Players were encouraged to "describe" their actions or adopt "roleplaying" restrictions if they wanted to be bad at something (a clumsy rider, for example). I didn't agree with it then, and I don't agree with it now.
I guess we just have different perspectives on how the game "ought to play."
Which would be perfectly fine if we didn't play together...
Guess the best way to solve it is the one we agreed on - Gamemaster's prerogative.
(EDITED to clarify C&C rules summary and avoid misinterpretations)