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How Quickly is C&C Catching on?
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<blockquote data-quote="bolie" data-source="post: 1980808" data-attributes="member: 8312"><p>For the record, I've played 1e, Basic (Expert, Advanced, Immortal), the old Blue Book version, 3e, 3.5e, as well as GURPS, Feng Shui, and a host of other games.</p><p></p><p>All of these are games. I find that having a consistent rule set allows for me to better judge what my character can and can't do. No game like this is going to be 100% realistic. It would be tedious if it were. So the rules are a balance between playability and realism. There is no right balance, of course, so each set of rules seeks a different balance.</p><p></p><p>3e has a lot of rules and a lot of options within those rules. That means I can find rules to cover a wide variety of situations. It also means that the rules are more complex.</p><p></p><p>Personally, I like having rules. I like systems. If I don't have rules, I'll find myself trying to come up with rules. I don't like handling each event as a form of exception. I find it more mental effort to come up with a general solution to every problem than to look up a rule that someone else already worked out, even if it's not the best rule ever.</p><p></p><p>My comments have been addressed to those who have said something to the effect of "Not having all those rules makes it EASIER to do a lot of different things." I find that statement to be self-contradictory. Sure, it's easier if you want to make up rules as you go. And there are people who prefer to do just that. But the system doesn't do that. You have to. My comments have been about the system. The system of C&C is very simple and has some good and bad features.</p><p></p><p>Anyone can come up with neat character concepts, role-playing bits, and background material for any game or any rule system.</p><p></p><p>I do very much look forward to seeing optional, modular rule sets to add more to the C&C system. Most of my problems with C&C will likely be handled by adding rules like this.</p><p></p><p>I have been quite happy to play C&C with Mythmere as my dm even though I don't necessarily like the system as is. Most of my enjoyment is out of the role-playing parts of the game and for the rest, we can house rule as we go.</p><p></p><p>But he's going to play 3e when one of the others of us is DM. <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=":)" /></p><p></p><p>Bolie IV</p></blockquote><p></p>
[QUOTE="bolie, post: 1980808, member: 8312"] For the record, I've played 1e, Basic (Expert, Advanced, Immortal), the old Blue Book version, 3e, 3.5e, as well as GURPS, Feng Shui, and a host of other games. All of these are games. I find that having a consistent rule set allows for me to better judge what my character can and can't do. No game like this is going to be 100% realistic. It would be tedious if it were. So the rules are a balance between playability and realism. There is no right balance, of course, so each set of rules seeks a different balance. 3e has a lot of rules and a lot of options within those rules. That means I can find rules to cover a wide variety of situations. It also means that the rules are more complex. Personally, I like having rules. I like systems. If I don't have rules, I'll find myself trying to come up with rules. I don't like handling each event as a form of exception. I find it more mental effort to come up with a general solution to every problem than to look up a rule that someone else already worked out, even if it's not the best rule ever. My comments have been addressed to those who have said something to the effect of "Not having all those rules makes it EASIER to do a lot of different things." I find that statement to be self-contradictory. Sure, it's easier if you want to make up rules as you go. And there are people who prefer to do just that. But the system doesn't do that. You have to. My comments have been about the system. The system of C&C is very simple and has some good and bad features. Anyone can come up with neat character concepts, role-playing bits, and background material for any game or any rule system. I do very much look forward to seeing optional, modular rule sets to add more to the C&C system. Most of my problems with C&C will likely be handled by adding rules like this. I have been quite happy to play C&C with Mythmere as my dm even though I don't necessarily like the system as is. Most of my enjoyment is out of the role-playing parts of the game and for the rest, we can house rule as we go. But he's going to play 3e when one of the others of us is DM. :) Bolie IV [/QUOTE]
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