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I'm done with 3.5
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<blockquote data-quote="Imaro" data-source="post: 3584637" data-attributes="member: 48965"><p>Well I for one want to chime in with a "more power to you!". I have basically stopped running D&D for Castles and Crusades. One of my reasons was that I like a system that starts at a simple level, but allows me to add complexity...not the other way around. For me it's easier to add stuf to a rules system that is easily fully understood than to snatch things out of a system that I have a moderate understanding of.</p><p></p><p>My players picked up the rules for C&C, in their entirety and with no problem, in about 10 to 15 minutes. With D&D...let's just say that I knew the rules and they tried to play. This created a somewhat less fun environment as I think the game's fiddly bits, tactical nature, etc. enhance a game where participants have a full understanding of the game(while tendng to frustrate or minimize those who don't)...rather than promote a pick up and play style. I also have to say that introducing new players with Castles and Crusades is magnitudes easier than with even just the 3.5 core rules. No more taking an hour to complete a character, I would argue that a character in C&C is almost as quick as a character in Basic D&D and it's use of primes still allows for a broad level of customization. I mean, for me it's not really about granularity and realism...it's about getting together with good people and having fun with the type of adventures we've read about or seen on tv and film.</p><p></p><p>SIDE NOTE: I know one of my biggest problems with AoO is the whole I'm trading numerous blows with an opponent I'm engaged in combat with...but if his buddy runs past I can divert my attention...attack again...and he doesn't even get a bonus because I diverted my attention in the fight. Yeah right, try that in a real swordfight and more than likely the guy you're fighting is gonna lay the smack down on you when you turn to hit his buddy.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3584637, member: 48965"] Well I for one want to chime in with a "more power to you!". I have basically stopped running D&D for Castles and Crusades. One of my reasons was that I like a system that starts at a simple level, but allows me to add complexity...not the other way around. For me it's easier to add stuf to a rules system that is easily fully understood than to snatch things out of a system that I have a moderate understanding of. My players picked up the rules for C&C, in their entirety and with no problem, in about 10 to 15 minutes. With D&D...let's just say that I knew the rules and they tried to play. This created a somewhat less fun environment as I think the game's fiddly bits, tactical nature, etc. enhance a game where participants have a full understanding of the game(while tendng to frustrate or minimize those who don't)...rather than promote a pick up and play style. I also have to say that introducing new players with Castles and Crusades is magnitudes easier than with even just the 3.5 core rules. No more taking an hour to complete a character, I would argue that a character in C&C is almost as quick as a character in Basic D&D and it's use of primes still allows for a broad level of customization. I mean, for me it's not really about granularity and realism...it's about getting together with good people and having fun with the type of adventures we've read about or seen on tv and film. SIDE NOTE: I know one of my biggest problems with AoO is the whole I'm trading numerous blows with an opponent I'm engaged in combat with...but if his buddy runs past I can divert my attention...attack again...and he doesn't even get a bonus because I diverted my attention in the fight. Yeah right, try that in a real swordfight and more than likely the guy you're fighting is gonna lay the smack down on you when you turn to hit his buddy. [/QUOTE]
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