MoogleEmpMog
First Post
Taluron said:What's C&C?
The half-sane spawn of some blasphemous abomination dredged from the grim mists of prehuman antiquity. Or a d20/AD&D hybrid.
Which amounts to basically the same thing.

Taluron said:What's C&C?
Psion said:Creeks & Crawdads.
Er, or it might be referring to Castles & Crusades, TLG's much-hyped retro version of d20 fantasy.
MoogleEmpMog said:The half-sane spawn of some blasphemous abomination dredged from the grim mists of prehuman antiquity.
scadgrad said:Er, that sounds more like CoC. he he he
scadgrad said:I wouldn't say it was really that hyped since TLG is a fairly small company.
scadgrad said:We play C&C now. Simple as that and after nearly a year, I think everyone in the group (except perhaps our newest player who's very much a rules heavy fan) is thrilled w/ the way our game moves along now.
Well, ideally all 20 level classes would be very flexible and play an important role in the campaign. Instead, we get stuck with a legacy of D&D-isms that may (or may not) play a comfortable role in every campaign, and which are arguably more like schticks than basic building blocks anyway. That's my main beef with the core base classes -- they only work if you're playing a very standard D&D game, which I don't always do, and their interpretation of the archetypes is too narrow for my taste. A great example is the ranger, which is an archetype that I really love. However, I'm increasingly frustrated by being stuck into the D&D mold of a two-weapon fighter who casts spells. The addition of an archery career path was a step in the right direction, but 3.5 shouldn't have taken a step; it should have gone the whole way.Psion said:But there is a practical upper limit to how many such basic building blocks you can consider. That being the case, I think that you should control basic building block style classes, more specifically, 20 level classes. As such, I beleive that you should only consider new classes if it is worth the effort. "Worth the effort" usually means very flexible and plays an important role in the campaign.
Psion said:However, schticks -- being mainly prestige classes and feats -- are extensible. They add specialized flair and it does not hurt beleivability of the game or validity of existing classes if you add them. They represent small specialized groups or specialized abilities. (I can see if Josh reads this, there are going to be words...)
Joshua Dyal said:Well, ideally all 20 level classes would be very flexible and play an important role in the campaign.
Instead, we get stuck with a legacy of D&D-isms that may (or may not) play a comfortable role in every campaign, and which are arguably more like schticks than basic building blocks anyway.
That's my main beef with the core base classes -- they only work if you're playing a very standard D&D game, which I don't always do, and their interpretation of the archetypes is too narrow for my taste. A great example is the ranger, which is an archetype that I really love. However, I'm increasingly frustrated by being stuck into the D&D mold of a two-weapon fighter who casts spells. The addition of an archery career path was a step in the right direction, but 3.5 shouldn't have taken a step; it should have gone the whole way.
The Scout, on the other hand, is much more what I had in mind. I'm a bit of a collector of alt.rangers, and the Scout isn't necessarily my favorite of the bunch, but if the Scout had been the original ranger, I'd probably have stopped there.
Indeed. Sadly true, but indeed.Psion said:Ideally. Sometimes you have to take things into your own hands.![]()
Yes, and there are at least weekly rants on paladins from someone too, for being more of a schtick than a basic building block. Not that they use those terms.Psion said:Indeed. c.f., my weekly rant on bards.
Huh. I really wish I had picked up Wildscape, in that case, in the latest $5 sale at FFG. My favorite that I own, so far, is the Wildlander from Midnight, because it's got such an a la carte approach to class abilities that you can build any type of wilderness warrior/scout that you can imagine within the confines of the class.Psion said:I see what you mean, but personally, I find Mearls' Wildscape a much more workable solution (I was about to lament that Mearls wasn't on WotC staff when they were writing CoAd, but then it wouldn't have been open content.) Wildscape expands the ranger by adding a scad of "combat styles", some of which aren't really "combat styles", and gives you the option to extend your combat styles by giving up spellcasting. That, I think, helps make the ranger much more general and at the same times doesn't have me putting a second class in the game that is too close for the ranger for my comfort, and keeps the ranger there for the purposes of other products that assume the ranger is there.