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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Imaro" data-source="post: 3442252" data-attributes="member: 48965"><p>Let's give the game a little time, from my understanding the CKG will have alternate class abilities, and there was(though it's gone now, a PDF that gave XP costs per abilities so you could build your own classes. That's my contention with 3.x as opposed to C&C, it isn't a game where it starts simple and allows you to add what complexity you want. It's a game with a fair bit of complexity that steadily adds to it.</p><p></p><p>I see nothing wrong with individualizing your character through mechanics once your bored with the standards(just negotiate with your DM/CK for alternate abilities you both feel are balanced with what your replacing, isn't this the way it's suppose to work in 3.x anyway?), but for someone just starting out I think the other approach is better and it allows it to be more of a pick-up game when you want it to be(just for a night of monster bashing with your friends) and once you're players are comfortable, or you want to switch it up, allows you to add complexity, for longer term play. In other words it feels more flexible to me without the work of taking the system appart.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3442252, member: 48965"] Let's give the game a little time, from my understanding the CKG will have alternate class abilities, and there was(though it's gone now, a PDF that gave XP costs per abilities so you could build your own classes. That's my contention with 3.x as opposed to C&C, it isn't a game where it starts simple and allows you to add what complexity you want. It's a game with a fair bit of complexity that steadily adds to it. I see nothing wrong with individualizing your character through mechanics once your bored with the standards(just negotiate with your DM/CK for alternate abilities you both feel are balanced with what your replacing, isn't this the way it's suppose to work in 3.x anyway?), but for someone just starting out I think the other approach is better and it allows it to be more of a pick-up game when you want it to be(just for a night of monster bashing with your friends) and once you're players are comfortable, or you want to switch it up, allows you to add complexity, for longer term play. In other words it feels more flexible to me without the work of taking the system appart. [/QUOTE]
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