Castles & Crusades standing the test

Dragonhelm said:
Honestly, the way I've been looking at C&C and with the modifications I'm considering, it is, in some ways, "almost back to 3e". What I'm truly wanting in an RPG is something between C&C and D&D, if that makes sense.


You REALLY need to check out Green Ronin's True 20 book / PDF, if you haven't already. I don't own it, but it sounds much closer to what you've been house-ruling, plus there's a thread or two kicking around this forum and the General forum discussing it in the past week or so.
 

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Henry said:
You REALLY need to check out Green Ronin's True 20 book / PDF, if you haven't already. I don't own it, but it sounds much closer to what you've been house-ruling, plus there's a thread or two kicking around this forum and the General forum discussing it in the past week or so.

I've picked up Blue Rose, so I technically have it. I may pick up the PDF as well to see what it's like minus the Blue Rose setting.

There are things I like about it, but enough that I don't like. I prefer to stick with the traditional D&D classes rather than using only 3 classes. The skill ranks are set up to where they're not too fluid. It's all set at a certain amount. I'm not too sure I like how it deals with damage, either. Plus combat in general is a little too d20 for my tastes.

I may borrow some materials from it, though. Steve Kenson is one of my favorite RPG designers and I really enjoy the books he works on.

Thanks for the suggestion. Someday, I'll figure out exactly how I want my games to go.

I hope. :heh:
 


My thing about C&C vs True20 is that with C&C you can play the older edition materials straight out of the box. And I like the traditional classes.
 

Mythmere1 said:
My thing about C&C vs True20 is that with C&C you can play the older edition materials straight out of the box. And I like the traditional classes.

Yeah, True20 looks nifty, but the compatibility with older material is a very nice feature of C&C.
 

Akrasia said:
The 'figuring out' is part of the fun. ;)

It has been, though it has proven to be a bit of a frustration at the same time. I've noticed that there are things I like from several game systems. I'm trying to bring the best together into a system that I really can enjoy running.
 


Well, I don't usually post on this subject, but that's partly because I am a satisfied (mostly satisfied) consumer. I wanted a game of simplicity, and a game that relied on clear, separated archetypes. For that reason, C&C was a very good base... and of course, I added my house rules and modifications to personalize the basics.

Re: der kluge's post -- I can understand that sentiment; however, it is also a matter of taste. I, for example, never liked specialist mages, and still consider the integration of the illusionist and the druid into the wizard and the cleric, respectively, one of the most serious mistakes of 2nd edition. The illusionist, for example, is a very good class to emulate the various magic-users found in REH's Conan tales. Playing an illusionist is very different from playing a straight wizard, just like playing a paladin is different from playing a fighter. An illusionist has to use more guile, but may be more effective under specific circumstances. These different tactics help to separate the different classes, presenting a clear play style for each. A paladin isn't just a fighter who can use clerical spells and smite evildoers, he is a champion of good and virtue.

Also, it is refreshing to just roll up a character instead of having to "build" it. Especially as a DM who has to have dozens of ready NPCs, often at a moment's notice. My chaotic refereeing style, which relies heavily on improvisation, benefits from the ease in NPC construction.... and C&C is very good in this area.
 

Melan said:
...Also, it is refreshing to just roll up a character instead of having to "build" it. Especially as a DM who has to have dozens of ready NPCs, often at a moment's notice. My chaotic refereeing style, which relies heavily on improvisation, benefits from the ease in NPC construction.... and C&C is very good in this area.

Amen to that. I dont mind NPC construction so much in 3.5e either, due to the speed at which I can produce them with ETOOLS. PC generation is extremely fast in C&C though, and great for one-off games as well as games in which you would like to focus on the story more than the rules. YMMV, of course. I have heard people quip about how the 3.x rules fade into the background but this has not been my experience at all, with any of my 4 3.x groups so far.
 

Melan said:
Also, it is refreshing to just roll up a character instead of having to "build" it. Especially as a DM who has to have dozens of ready NPCs, often at a moment's notice. My chaotic refereeing style, which relies heavily on improvisation, benefits from the ease in NPC construction.... and C&C is very good in this area.

IME, "building" a character is the most fun. In fact, in a recent poll, most people on ENWorld preferred the process of building a character, and enjoyed spending a great deal of time on that process. If I've spent a whopping 10 minutes on a character, I feel like I've been ripped off from part of the fun.

There has to be a balance. I can appreciate C&C's simplified system, but that system is not mutually exclusive from my ability as a player to customize my character to the extent that I want to within the framework of my own character concepts. My current character did not fit easily into the C&C molds for classes, but fortunately my CK (stupid word, btw) worked with me to build the character I wanted, and worked a lot of flexible house rules into his game to make it work.

No, the trick is to create a system that allows the players to customize and build the character *they* want without sacrificing the game master's ability to run a quick, simple game.
 

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