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Castles & Crusades: Player's Handbook
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<blockquote data-quote="Henry" data-source="post: 2765458" data-attributes="member: 158"><p>If there's one glaring downside to the game, it's that it IMO is not written enough for a novice player; as is, it does require a GM to explain some things, and gloss over the sparsely explained parts. C&C is a good enough game to represent an iconic storybook-type hero; If you don't want to specify that your guy has X amount of training in eveyr single possible skill, you won't need that much detail.It's enough to say that Conan is expert at ambushes and feats of physical dexterity and strength; it's enough to say that regardless of pursuit, Conan is NOT the man to go to for engineering problems, accounting issues (he's the classic "ale and whores" adventurer) or ANYTHING remotely brainy in pursuit; so just by virtue of INT being medium to low, and WIS being average, we've got that represented any time he makes a skill roll in those avenues. </p><p></p><p>Rangers are good at tracking, assassins and illusionists are good at disguise, etc. Are they good at accounting? Maybe; if they have decent INT, and they're high level, maybe they ran across a situation where they had to know about it - a check will tell you. </p><p></p><p>If I were playing 3E, I'd know immediately if they'd had any special training - they either have ranks in the Knowledge/Profession, or they don't. But one way, we've glossed over it, and the other way, you know for sure - each has its advantages, and for a starting roleplayer, the simpler the better for my taste. If I can hook 'em on the fun of the communal game, then I can figure out where strength lies later - the power-gain, the butt-kicking, the story, the role, or the micromanagement. Then I can take 'em where they need to go.</p></blockquote><p></p>
[QUOTE="Henry, post: 2765458, member: 158"] If there's one glaring downside to the game, it's that it IMO is not written enough for a novice player; as is, it does require a GM to explain some things, and gloss over the sparsely explained parts. C&C is a good enough game to represent an iconic storybook-type hero; If you don't want to specify that your guy has X amount of training in eveyr single possible skill, you won't need that much detail.It's enough to say that Conan is expert at ambushes and feats of physical dexterity and strength; it's enough to say that regardless of pursuit, Conan is NOT the man to go to for engineering problems, accounting issues (he's the classic "ale and whores" adventurer) or ANYTHING remotely brainy in pursuit; so just by virtue of INT being medium to low, and WIS being average, we've got that represented any time he makes a skill roll in those avenues. Rangers are good at tracking, assassins and illusionists are good at disguise, etc. Are they good at accounting? Maybe; if they have decent INT, and they're high level, maybe they ran across a situation where they had to know about it - a check will tell you. If I were playing 3E, I'd know immediately if they'd had any special training - they either have ranks in the Knowledge/Profession, or they don't. But one way, we've glossed over it, and the other way, you know for sure - each has its advantages, and for a starting roleplayer, the simpler the better for my taste. If I can hook 'em on the fun of the communal game, then I can figure out where strength lies later - the power-gain, the butt-kicking, the story, the role, or the micromanagement. Then I can take 'em where they need to go. [/QUOTE]
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