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[Castles and Crusades] Save or Die Madness
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<blockquote data-quote="Jackal42" data-source="post: 5054930" data-attributes="member: 23144"><p>As mentioned above, C&C is easy to house rule and you should feel free to do so if something doesn't fit your play style. However, while you're giving it some thought there are a few things that might help.</p><p></p><p>While C&C magic is designed to be deadly at all levels of play, casters have some rather large drawbacks ranging from spell memorization to poor hit points. The C&C caster possesses powerful magic which is always useful (no longer do 10th level casters forget what 1st level spells they have memorized) but they are equally hamstrung.</p><p></p><p>Wizards suffer from low hit points, poor armor and few weapon choices. Clerics must answer to their deity as to what magic they use and how it is used (not to mention what day to day activities they are up to in general). All casters suffer from the need to memorize spells, casting requirements such as components and having to be very careful when casting in combat.</p><p></p><p>For example, the fighter you mentioned above can win the day with good use of tactics in combat. In C&C, casters will find it difficult to cast a spell while a fighter is swinging a sword at them. By default, a caster who is hit in combat or fails a save before his initiative turn automatically fails to cast the spell and loses it from his memory. There are a few optional suggestions for concentration checks but these are not nearly as useful as the 3e concentration check. That assumes your CK allows them to begin with and the above covers only the very basic fighter anti-caster tactic.</p><p></p><p>All in all, C&C saves are meant to be tough and characters are expected to survive by intelligence, alertness and, at times, a healthy dose of running. As a DM of 2e for many years, I often wondered what the point of a high level save was since most characters passed them 99% of the time anyway. In C&C, character life is always deadly when facing an equally skilled adversary.</p></blockquote><p></p>
[QUOTE="Jackal42, post: 5054930, member: 23144"] As mentioned above, C&C is easy to house rule and you should feel free to do so if something doesn't fit your play style. However, while you're giving it some thought there are a few things that might help. While C&C magic is designed to be deadly at all levels of play, casters have some rather large drawbacks ranging from spell memorization to poor hit points. The C&C caster possesses powerful magic which is always useful (no longer do 10th level casters forget what 1st level spells they have memorized) but they are equally hamstrung. Wizards suffer from low hit points, poor armor and few weapon choices. Clerics must answer to their deity as to what magic they use and how it is used (not to mention what day to day activities they are up to in general). All casters suffer from the need to memorize spells, casting requirements such as components and having to be very careful when casting in combat. For example, the fighter you mentioned above can win the day with good use of tactics in combat. In C&C, casters will find it difficult to cast a spell while a fighter is swinging a sword at them. By default, a caster who is hit in combat or fails a save before his initiative turn automatically fails to cast the spell and loses it from his memory. There are a few optional suggestions for concentration checks but these are not nearly as useful as the 3e concentration check. That assumes your CK allows them to begin with and the above covers only the very basic fighter anti-caster tactic. All in all, C&C saves are meant to be tough and characters are expected to survive by intelligence, alertness and, at times, a healthy dose of running. As a DM of 2e for many years, I often wondered what the point of a high level save was since most characters passed them 99% of the time anyway. In C&C, character life is always deadly when facing an equally skilled adversary. [/QUOTE]
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