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Castles & Crusades standing the test
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<blockquote data-quote="der_kluge" data-source="post: 2370822" data-attributes="member: 945"><p>With regards to Mythmere's thread...</p><p></p><p>I would argue that C&C isn't really a role-playing over wargame. I think it's essentially a rules light wargame. Let's face it, there are still monsters and treasures, and the general ideas is to kill stuff, and loot the corpse.</p><p></p><p>I'm playing in Scadgrad's game currently, and if he wasn't such an excellent GM (truly) and thought outside the box with regards to the C&C rules, I'd probably be pulling my hair out if I had to play C&C as written. But because Scadgrad has given m the flexibility to pick and choose some of my class abilities and because we use feats, I feel like I can better create the kind of character I want.</p><p></p><p>That's what I do like about 3rd edition, the fact that with feats and skills you can customize a character how you perceive him, not by how the class dictates him.</p><p></p><p>Having played C&C for a few weeks now I was hesitant at first to give up skills, but I don't miss them at all. Scadgrad uses a background template concept that sort of defines my background, and who I am, and that pretty much encompasses what I do and don't know. And it makes sense from a logical perspective. Arguably, in 3rd edition I could create a bumpkin wizard from a rural community with maxed out ranks in knowledge (outer planes) and ranks in craft (alchemy). Perfectly viable from a rules perspective, but completely idiotic from a role-playing perspective.</p><p></p><p>I can understand why C&C -as written- would be a tough sale for a group of 3rd edition players. C&C, by default takes away too much flexibility from the player. I understand the reasoning behind this, but I don't think adding in a concept like feats would add that much complexity to the game. Scadgrad has done it with minimal impact to the rules.</p><p></p><p>In Scadgrad's game, I hardly even notice that I'm playing C&C. We use miniatures, there are flanking rules, feats, and even criticals (albeit slightly different). The players still have flexibility in how they build their characters, and Scadgrad has the rules simplicity of C&C, so he can make up monsters quickly, and resolve combat relatively painlessly.</p><p></p><p>Hell, I think we may have found the holy grail of gaming.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2370822, member: 945"] With regards to Mythmere's thread... I would argue that C&C isn't really a role-playing over wargame. I think it's essentially a rules light wargame. Let's face it, there are still monsters and treasures, and the general ideas is to kill stuff, and loot the corpse. I'm playing in Scadgrad's game currently, and if he wasn't such an excellent GM (truly) and thought outside the box with regards to the C&C rules, I'd probably be pulling my hair out if I had to play C&C as written. But because Scadgrad has given m the flexibility to pick and choose some of my class abilities and because we use feats, I feel like I can better create the kind of character I want. That's what I do like about 3rd edition, the fact that with feats and skills you can customize a character how you perceive him, not by how the class dictates him. Having played C&C for a few weeks now I was hesitant at first to give up skills, but I don't miss them at all. Scadgrad uses a background template concept that sort of defines my background, and who I am, and that pretty much encompasses what I do and don't know. And it makes sense from a logical perspective. Arguably, in 3rd edition I could create a bumpkin wizard from a rural community with maxed out ranks in knowledge (outer planes) and ranks in craft (alchemy). Perfectly viable from a rules perspective, but completely idiotic from a role-playing perspective. I can understand why C&C -as written- would be a tough sale for a group of 3rd edition players. C&C, by default takes away too much flexibility from the player. I understand the reasoning behind this, but I don't think adding in a concept like feats would add that much complexity to the game. Scadgrad has done it with minimal impact to the rules. In Scadgrad's game, I hardly even notice that I'm playing C&C. We use miniatures, there are flanking rules, feats, and even criticals (albeit slightly different). The players still have flexibility in how they build their characters, and Scadgrad has the rules simplicity of C&C, so he can make up monsters quickly, and resolve combat relatively painlessly. Hell, I think we may have found the holy grail of gaming. [/QUOTE]
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