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How Quickly is C&C Catching on?
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<blockquote data-quote="Von Ether" data-source="post: 1981636" data-attributes="member: 15582"><p>Hmmm. On a Eberron conversion, that depends on how CnC will have one create magic items. There's only one new PC class in Eberron and his biggest abilities are a unique ability to take the Use Magic Device skill to new heights as well as a "craft reserve" that give set number of point to be used instead of XP to craft an item (and if you don't use all your points, you lose them next level). But just creating a useful "Alchemist" that specializes minor magic items wouldn't be a copyright issue. I am assuming the illusionist is a specialized wizard, so it might be a tempting template.</p><p></p><p>There is also a race, the shifters, that focus on taking feats to improve their parital shape shifting abilities. This would almost have to be a class/race combo ala Basic, but a good set of multiclassing rules would give the race some variety back. ... A shifter wouldn't be the most "optimal" choice, but then again we've been chatting up that CnC attracts mostly the story telling crowd.</p><p></p><p>And there's Action Points, a house rule that emphasizes the "add what you want" aspect of CnC. I'll assume there's little to no mechanical changes to how races work so the humanoid shapeshifting of the Changelings and the laundry list of abilities for Warforged would work just right.</p><p></p><p>Part of the "engine" that make Eberron go is the much more common NPC classes being used by NPCs. Those could be used as is and we're done.</p><p></p><p>Thinking again about storytelling and older editions, let me tell you that in my playing DnD in the Midwest in the 80s was so not like that. I can't tell you how many times my "Middle Ages James Bond" or my "Professional Adventurer" or my "Robin Hood" PC was totaly ignored as we marched down yet another dungeon to find more traps for the group. During high school and college, if you wanted "storytelling" a GM or player knew he had to use another game to get the job done. Was the game designed like that? Hell, AD&D was the only RPG that I knew of that where people used minis to play. All the other non-DnD GM pointed to that fact to prove they were more storyteller vs. dungeon crawl.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 1981636, member: 15582"] Hmmm. On a Eberron conversion, that depends on how CnC will have one create magic items. There's only one new PC class in Eberron and his biggest abilities are a unique ability to take the Use Magic Device skill to new heights as well as a "craft reserve" that give set number of point to be used instead of XP to craft an item (and if you don't use all your points, you lose them next level). But just creating a useful "Alchemist" that specializes minor magic items wouldn't be a copyright issue. I am assuming the illusionist is a specialized wizard, so it might be a tempting template. There is also a race, the shifters, that focus on taking feats to improve their parital shape shifting abilities. This would almost have to be a class/race combo ala Basic, but a good set of multiclassing rules would give the race some variety back. ... A shifter wouldn't be the most "optimal" choice, but then again we've been chatting up that CnC attracts mostly the story telling crowd. And there's Action Points, a house rule that emphasizes the "add what you want" aspect of CnC. I'll assume there's little to no mechanical changes to how races work so the humanoid shapeshifting of the Changelings and the laundry list of abilities for Warforged would work just right. Part of the "engine" that make Eberron go is the much more common NPC classes being used by NPCs. Those could be used as is and we're done. Thinking again about storytelling and older editions, let me tell you that in my playing DnD in the Midwest in the 80s was so not like that. I can't tell you how many times my "Middle Ages James Bond" or my "Professional Adventurer" or my "Robin Hood" PC was totaly ignored as we marched down yet another dungeon to find more traps for the group. During high school and college, if you wanted "storytelling" a GM or player knew he had to use another game to get the job done. Was the game designed like that? Hell, AD&D was the only RPG that I knew of that where people used minis to play. All the other non-DnD GM pointed to that fact to prove they were more storyteller vs. dungeon crawl. [/QUOTE]
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