MoogleEmpMog
First Post
I enjoy both light (SilCore, True20) and heavy (HERO, d20) systems, and I think Mythmere may be missing his players' problem with C&C.
D&D was based on a wargame. All of its rules, all of its (not-really-archetypical) archetypes, all of its complexities and oddities owe their origins to that basic fact. D&D was wargaming-with-roleplaying - and it shows.
AD&D 2e tried to remake D&D, wargaming-with-roleplaying, into the inverse. It largely failed. A level-based, combat-oriented system of rules based on killing things and taking their stuff just doesn't work very well for roleplaying-with-wargaming.
C&C is trying to do the same thing as 2e, and to my mind what it's doing is doomed to fail.
My guess is that your players want tactical complexity, want options, because the level of detail C&C and D&D operate on is not that different.
C&C characters don't have feats, skills or PrCs, but they have more base classes than core 3e D&D, and those base classes really aren't that simple. Few of them are as simple as D&D's barbarian. Some have unique rules all to themselves. Others have spellcasting. C&C is still based on D&D. It still hasn't escaped its roots.
True20 is, IMO, a much superior system because, though it shares some basic rules with C&C and even more with d20, it really isn't based on D&D. Any more than SilCore is based on HERO just because they're both point buy systems that use d6s.
I can play True20 and happily ignore the detailed bits in combat; in SilCore I can't help but be cinematic and descriptive, considering the massive (relative) bonuses offered. C&C doesn't give the same feel - it feels like d20 with something missing, not a system unto itself.
Or, I could be completely wrong and your players just want to play rules-heavy. Beats me.
D&D was based on a wargame. All of its rules, all of its (not-really-archetypical) archetypes, all of its complexities and oddities owe their origins to that basic fact. D&D was wargaming-with-roleplaying - and it shows.
AD&D 2e tried to remake D&D, wargaming-with-roleplaying, into the inverse. It largely failed. A level-based, combat-oriented system of rules based on killing things and taking their stuff just doesn't work very well for roleplaying-with-wargaming.
C&C is trying to do the same thing as 2e, and to my mind what it's doing is doomed to fail.
My guess is that your players want tactical complexity, want options, because the level of detail C&C and D&D operate on is not that different.
C&C characters don't have feats, skills or PrCs, but they have more base classes than core 3e D&D, and those base classes really aren't that simple. Few of them are as simple as D&D's barbarian. Some have unique rules all to themselves. Others have spellcasting. C&C is still based on D&D. It still hasn't escaped its roots.
True20 is, IMO, a much superior system because, though it shares some basic rules with C&C and even more with d20, it really isn't based on D&D. Any more than SilCore is based on HERO just because they're both point buy systems that use d6s.
I can play True20 and happily ignore the detailed bits in combat; in SilCore I can't help but be cinematic and descriptive, considering the massive (relative) bonuses offered. C&C doesn't give the same feel - it feels like d20 with something missing, not a system unto itself.
Or, I could be completely wrong and your players just want to play rules-heavy. Beats me.
