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Giving Old Skool one last shot before calling it quits.
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4410277" data-attributes="member: 20854"><p>This was one of the things that I had to modify, when running C&C. I remember being particularly bothered by the Cleric's <strong>sound burst</strong> spell. I'm big on the classes being archetypes and having their own niche, and see clerics as being a combination of a fighter and a spellcaster, but "second class" at both (i.e. not as good in melee, not as potent with spells). That kind of spell let the cleric out-do the magic user; it's a better offensive spell than sleep, for example.</p><p></p><p></p><p>Yeah, me too. Surprise was a big one. Using the SIEGE engine for surprise had some weird side effects because perception was Wis-based, and Clerics were almost always high-Wis and Prime-Wis, so they were usually the best ambush detectors in the group.</p><p></p><p>I changed movement, too. I like the way turns and movement work in the old editions; it makes tracking time by movement (during exploration, for example) very simple and intuitive. I also changed movement in combat; C&C's rules were slightly different from what I wanted.</p><p></p><p>Saving throws were another area where I initially thought the SIEGE engine was cool, but gradually realized I liked the old approach better. SIEGE-based saving throws tie are "resistance-type" affairs based on your stat, your level, and the level of the effect you're saving against. As I mentioned, above, I'm a proponent of classes and archetypes, and I like rules that reinforce (rather than break down) the importance of your class, so the SIEGE-based approach to saving throws didn't end up doing what I liked. Also, I found that having the opposition effect's level always modifying saves caused them to work differently than I wanted. In short, it's not that C&C's save system is bad, but rather that it doesn't model saving throws like I want them to work.</p><p></p><p></p><p>My experience is the same. I ended up cutting the SIEGE engine out of surprise and saves, as I mentioned. I also found myself relying on it less and less for handling other actions, as time went on. </p><p></p><p></p><p>I want to reinforce that sentiment, because despite my criticisms, I had a good time with C&C, and it did the job. Also, my criticisms are very much rooted in my preferences and ideas about how the game should model this or that.</p><p></p><p>I think C&C is a great <em>via media</em> that stakes out a position between "old school" and "new school" and allows individual DMs to easily pull from the various editions. One C&C game might be very AD&Dish, while another might feel d20-ish, depending on the people involved.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4410277, member: 20854"] This was one of the things that I had to modify, when running C&C. I remember being particularly bothered by the Cleric's [b]sound burst[/b] spell. I'm big on the classes being archetypes and having their own niche, and see clerics as being a combination of a fighter and a spellcaster, but "second class" at both (i.e. not as good in melee, not as potent with spells). That kind of spell let the cleric out-do the magic user; it's a better offensive spell than sleep, for example. Yeah, me too. Surprise was a big one. Using the SIEGE engine for surprise had some weird side effects because perception was Wis-based, and Clerics were almost always high-Wis and Prime-Wis, so they were usually the best ambush detectors in the group. I changed movement, too. I like the way turns and movement work in the old editions; it makes tracking time by movement (during exploration, for example) very simple and intuitive. I also changed movement in combat; C&C's rules were slightly different from what I wanted. Saving throws were another area where I initially thought the SIEGE engine was cool, but gradually realized I liked the old approach better. SIEGE-based saving throws tie are "resistance-type" affairs based on your stat, your level, and the level of the effect you're saving against. As I mentioned, above, I'm a proponent of classes and archetypes, and I like rules that reinforce (rather than break down) the importance of your class, so the SIEGE-based approach to saving throws didn't end up doing what I liked. Also, I found that having the opposition effect's level always modifying saves caused them to work differently than I wanted. In short, it's not that C&C's save system is bad, but rather that it doesn't model saving throws like I want them to work. My experience is the same. I ended up cutting the SIEGE engine out of surprise and saves, as I mentioned. I also found myself relying on it less and less for handling other actions, as time went on. I want to reinforce that sentiment, because despite my criticisms, I had a good time with C&C, and it did the job. Also, my criticisms are very much rooted in my preferences and ideas about how the game should model this or that. I think C&C is a great [i]via media[/i] that stakes out a position between "old school" and "new school" and allows individual DMs to easily pull from the various editions. One C&C game might be very AD&Dish, while another might feel d20-ish, depending on the people involved. [/QUOTE]
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