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How Quickly is C&C Catching on?
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<blockquote data-quote="Melan" data-source="post: 1976292" data-attributes="member: 1713"><p>C&C is built around strong archetypes. If you didn't like the restrictive nature of the older editions, you probably won't like this game either. 3e allows customization to your heart's content, and there is nothing wrong with that. But there are people, including myself, who don't care about molding our characters much (okay, I use skills). For us, a small number of classes is better than a multitude of choices and options... I'd even argue that if a DM allows too many feats, PrCs and other options in his campaign, he is not DMing a class based game anymore. Old editions were restrictive and didn't allow much player choice. We still played them and <em>liked</em> them, despite all the great non-restrictive games. For us, some of 3e's changes aren't just superfluous - they are unwelcome.</p><p></p><p>Some of it can be avoided. But when new players come to your table with non-classic ideas, modules are full of weird multiclass combos (granted, Necromancer doesn't do this as often as others) and the whole <em>spirit</em> of the game is divorced from the way you want to play it, you might as well switch to another system. It could have been something else - if it weren't for C&C, I guess I would be back to playing 1e. But hey, C&C is out and available.</p><p></p><p></p><p>Not so sure about this. The two compeletely differently built fighters aren't just differentiated by their abilities - they are pigeonholed. Instead of everyone "copying a cool tactic" from someone else, everyone is using their own cool tactic... which gets old just as fast ("Let's see, I use disarm... again"), except in a game where these character building choices are codified, you can't just change them, because they are a part of your character's stat block. I mean, you can't reroll your hp in most campaigns either, and neither can you reassign those feats. And there are still "better" character builds - I have never seen a PC take a feat like Endurance, except as a prerequisite for PrCs.</p><p></p><p>I'd rather see out of the game customization. Two statistically identical characters are still not the same if they are played differently. You don't really need rules for this. For example, there were two human fighters in my old campaign who were more or less equals, had similar magical equipment, but still managed to be completely different from each other. They weren't "just fighters".</p><p></p><p></p><p>I disagree. Official rules have an air of legitimacy that often takes some serious willpower to challenge. I can do it, but often, if you try to tell your players you will take away their toys, they will not accept it. For some reason, adding new rules has always seemed to be easier. And then there is still the whole modularity thing - in an integrated system like 3e, removing those fiddly bits is asking for trouble.</p><p></p><p></p><p></p><p>It was a cage for my players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> And I like to handwave. In fact, that's what I have been doing since I started gaming.</p></blockquote><p></p>
[QUOTE="Melan, post: 1976292, member: 1713"] C&C is built around strong archetypes. If you didn't like the restrictive nature of the older editions, you probably won't like this game either. 3e allows customization to your heart's content, and there is nothing wrong with that. But there are people, including myself, who don't care about molding our characters much (okay, I use skills). For us, a small number of classes is better than a multitude of choices and options... I'd even argue that if a DM allows too many feats, PrCs and other options in his campaign, he is not DMing a class based game anymore. Old editions were restrictive and didn't allow much player choice. We still played them and [I]liked[/I] them, despite all the great non-restrictive games. For us, some of 3e's changes aren't just superfluous - they are unwelcome. Some of it can be avoided. But when new players come to your table with non-classic ideas, modules are full of weird multiclass combos (granted, Necromancer doesn't do this as often as others) and the whole [I]spirit[/I] of the game is divorced from the way you want to play it, you might as well switch to another system. It could have been something else - if it weren't for C&C, I guess I would be back to playing 1e. But hey, C&C is out and available. Not so sure about this. The two compeletely differently built fighters aren't just differentiated by their abilities - they are pigeonholed. Instead of everyone "copying a cool tactic" from someone else, everyone is using their own cool tactic... which gets old just as fast ("Let's see, I use disarm... again"), except in a game where these character building choices are codified, you can't just change them, because they are a part of your character's stat block. I mean, you can't reroll your hp in most campaigns either, and neither can you reassign those feats. And there are still "better" character builds - I have never seen a PC take a feat like Endurance, except as a prerequisite for PrCs. I'd rather see out of the game customization. Two statistically identical characters are still not the same if they are played differently. You don't really need rules for this. For example, there were two human fighters in my old campaign who were more or less equals, had similar magical equipment, but still managed to be completely different from each other. They weren't "just fighters". I disagree. Official rules have an air of legitimacy that often takes some serious willpower to challenge. I can do it, but often, if you try to tell your players you will take away their toys, they will not accept it. For some reason, adding new rules has always seemed to be easier. And then there is still the whole modularity thing - in an integrated system like 3e, removing those fiddly bits is asking for trouble. It was a cage for my players. ;) And I like to handwave. In fact, that's what I have been doing since I started gaming. [/QUOTE]
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