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<blockquote data-quote="Hairfoot" data-source="post: 3871407" data-attributes="member: 23732"><p>Wrong forum, my friend! Ask the mods to shift it to the General RPG forum. You'll get much better feedback there.</p><p></p><p>I'm an aspiring convert: I have the C&C books and we've run a couple of experimental sessions, but my group is a little hesitant to drop D&D. We'll decide when 4E comes out.</p><p></p><p>For me, the significant difference between C&C and D&D is that there is no "rule for everything", and the GM (knowns as the "Castle Keeper". Ugh.) is the final arbiter of what's possible and reasonable, which may or may not suit your game group. The result is a much faster game which doesn't devolve into a splatbook rules-hunt each time a PC does something new or original.</p><p></p><p>There are no feats in C&C, but characters can still perform the same actions that feats allow. For example, if your 2nd level barbarian wants to perform a <em>cleave </em> manoeuvre, the CK will set a challenge number based on the relevant ability (in this case strength), then you roll a D20, adding your strength + level. If the score beats the challenge, the "feat" comes off. Many CKs will reduce the challenge on subsequent attempts, or get rid of it altogether if you and the CK decide that it's now an easy manoeuvre for the PC.</p><p></p><p>As for skills, there is no formal system for adjudication. Again, it is for the CK and player to decide, with any test rolled against a challenge number.</p><p></p><p>In my game, for instance, skills are based on class and character background. If your PC is described as a woods-savvy ranger from the alpine peaks, I'll set fairly low challenges for skills like tracking, climbing, jumping, and survival, but higher for skills more related to urban lowland life. If the PC is a bard who grew up in a riverside fishing town as a child in a trading family, he won't have too much trouble with swimming, appraisal, or negotiation.</p><p></p><p>That's a brief example, but it's easy to define characters through their story and experience rather than their skill points. The benefit is that players don't have to agonise over "wasting" skill points just to be able to tie a reef knot or recognise an oak tree.</p><p></p><p>Multiclassing, as far as I know, is only addressed in a download document from Troll Lord. Basically, it's like AD&D multiclassing, but a little different. Again, the goal of C&C is to establish a setup which suits you and your group, rather than a set of hard, interdependant rules which must be adhered to.</p><p></p><p>But look, don't take it from me. Get this moved to the General forum, and go to the Troll Lord messageboards for all the info you need.</p></blockquote><p></p>
[QUOTE="Hairfoot, post: 3871407, member: 23732"] Wrong forum, my friend! Ask the mods to shift it to the General RPG forum. You'll get much better feedback there. I'm an aspiring convert: I have the C&C books and we've run a couple of experimental sessions, but my group is a little hesitant to drop D&D. We'll decide when 4E comes out. For me, the significant difference between C&C and D&D is that there is no "rule for everything", and the GM (knowns as the "Castle Keeper". Ugh.) is the final arbiter of what's possible and reasonable, which may or may not suit your game group. The result is a much faster game which doesn't devolve into a splatbook rules-hunt each time a PC does something new or original. There are no feats in C&C, but characters can still perform the same actions that feats allow. For example, if your 2nd level barbarian wants to perform a [I]cleave [/I] manoeuvre, the CK will set a challenge number based on the relevant ability (in this case strength), then you roll a D20, adding your strength + level. If the score beats the challenge, the "feat" comes off. Many CKs will reduce the challenge on subsequent attempts, or get rid of it altogether if you and the CK decide that it's now an easy manoeuvre for the PC. As for skills, there is no formal system for adjudication. Again, it is for the CK and player to decide, with any test rolled against a challenge number. In my game, for instance, skills are based on class and character background. If your PC is described as a woods-savvy ranger from the alpine peaks, I'll set fairly low challenges for skills like tracking, climbing, jumping, and survival, but higher for skills more related to urban lowland life. If the PC is a bard who grew up in a riverside fishing town as a child in a trading family, he won't have too much trouble with swimming, appraisal, or negotiation. That's a brief example, but it's easy to define characters through their story and experience rather than their skill points. The benefit is that players don't have to agonise over "wasting" skill points just to be able to tie a reef knot or recognise an oak tree. Multiclassing, as far as I know, is only addressed in a download document from Troll Lord. Basically, it's like AD&D multiclassing, but a little different. Again, the goal of C&C is to establish a setup which suits you and your group, rather than a set of hard, interdependant rules which must be adhered to. But look, don't take it from me. Get this moved to the General forum, and go to the Troll Lord messageboards for all the info you need. [/QUOTE]
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