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Castles & Crusades standing the test
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<blockquote data-quote="Henry" data-source="post: 2360790" data-attributes="member: 158"><p>Do what I do, and call it "GM" - it's close enough to "DM" and it works with all the systems. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Heck, half the people on C&C forums call it DM'ing, anyway.</p><p></p><p></p><p></p><p>Amen, brother Kluge! Testify!</p><p></p><p>I still would love to see a system whose complexity breaks down on a macro/micro level, where the DM can be using the Macro, and the Players can micromanage if they choose. As it is, in 3E and similar systems, I'm basically eyeballing all the mooks, and statting the big bad guys, but it raises complaints from people who want to see the DM play by the exact same rules as the players (which is NOT a complaint in C&C; the philosophy is, "the GM is final arbiter of the game, deal with it", only in prettier language).</p><p></p><p>RANT: <em>Mutants and Masterminds is the closest thing I've seen to this concept, though it doesn't follow it all the way (it wasn't meant to). For instance, the book says you can buy Base attack bonus in two ways: either 3 power points for each +1 BAB, or you can buy them separately, as Melee, ranged, or unarmed, for a 1 point per point basis. Defense is bought as 2 power points per defense point, or 1 point per point in either physical or mental defense. In no case can a character have a bonus greater than their power level +5 in a given thing. If this kind of philosophy were extended, you could turn it into "kits" where a 60 point enemy had a +4 BAB, a 14 defense, a melee attack at 1d8+6, etc. in very generic terms and give it enough abilites where it was balanced versus most other opponents of that level. As it is, micromanaging in other systems produces an optimized character that is hands down better than a generic package; if there were caps to ensure that nothing got better than a given value, then the generic builds would be on par with the custom builds, and DMs would get the white-label NPC mechanics they want, and Players could have the kit-bashed custom jobs they wanted, without stepping on one anothers' toes.</em></p><p></p><p>C&C works very well for the beleaguered GM who doesn't want to spend 30 minutes on an NPC writeup, but for the player who wants to spend 30 minutes on stat-building and tweaking, it's not going to be as satisfactory in this regard. Maybe the happy medium is out there and has yet to be built, but I haven't seen it yet...</p></blockquote><p></p>
[QUOTE="Henry, post: 2360790, member: 158"] Do what I do, and call it "GM" - it's close enough to "DM" and it works with all the systems. :) Heck, half the people on C&C forums call it DM'ing, anyway. Amen, brother Kluge! Testify! I still would love to see a system whose complexity breaks down on a macro/micro level, where the DM can be using the Macro, and the Players can micromanage if they choose. As it is, in 3E and similar systems, I'm basically eyeballing all the mooks, and statting the big bad guys, but it raises complaints from people who want to see the DM play by the exact same rules as the players (which is NOT a complaint in C&C; the philosophy is, "the GM is final arbiter of the game, deal with it", only in prettier language). RANT: [I]Mutants and Masterminds is the closest thing I've seen to this concept, though it doesn't follow it all the way (it wasn't meant to). For instance, the book says you can buy Base attack bonus in two ways: either 3 power points for each +1 BAB, or you can buy them separately, as Melee, ranged, or unarmed, for a 1 point per point basis. Defense is bought as 2 power points per defense point, or 1 point per point in either physical or mental defense. In no case can a character have a bonus greater than their power level +5 in a given thing. If this kind of philosophy were extended, you could turn it into "kits" where a 60 point enemy had a +4 BAB, a 14 defense, a melee attack at 1d8+6, etc. in very generic terms and give it enough abilites where it was balanced versus most other opponents of that level. As it is, micromanaging in other systems produces an optimized character that is hands down better than a generic package; if there were caps to ensure that nothing got better than a given value, then the generic builds would be on par with the custom builds, and DMs would get the white-label NPC mechanics they want, and Players could have the kit-bashed custom jobs they wanted, without stepping on one anothers' toes.[/I] C&C works very well for the beleaguered GM who doesn't want to spend 30 minutes on an NPC writeup, but for the player who wants to spend 30 minutes on stat-building and tweaking, it's not going to be as satisfactory in this regard. Maybe the happy medium is out there and has yet to be built, but I haven't seen it yet... [/QUOTE]
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