Imaro
Legend
MoogleEmpMog said:Meaning the system ISN'T flexible. It may be easily modded, but it cannot handle a wide range of concepts out of the box.
In other words, like AD&D, but with fewer supplements and a smoother core mechanic. That may be fine for you, but I absolutely despise this model. I've never seen a game I COULDN'T houserule; I've seen plenty I NEEDED to houserule (C&C would be one such), and a handful I didn't feel any DESIRE to houserule.
The last being the cream of the crop, design wise.
So...you're saying C&C is broken straight out the box? I guess we'll have to disagree on that one. The SIEGE mechanic works fine without "needing" to be houseruled. Now if you want your particular game to abide by different rules, that suit you, well then that's a different story. As far as a game you have no "desire" to houserule...well isn't that just a particular opinion as far as what you like? I think alot of people would disagree with what you personally desire being the epitome of game design...but, to each his own.
MoogleEmpMog said:Which is true of essentially any game.
So you agree that C&C is just as flexible as any other game when it comes to this. Great.
MoogleEmpMog said:Which each individual GM will or will not allow to taste. The ones I've seen are not at all satisfactory to me, but I'll admit to not having looked at them for some time; they may have gotten better.
Isn't this true of anything in any roleplaying game? Agaiin you cite your opinion on the multi-class rules, how does this in any way tie into the flexibility argument. Some people say the same thing about PrC's in D&D...that doesn't invalidate the fact that they make the game more flexible.
MoogleEmpMog said:Which each individual GM will or will not allow to taste. And, in general, will lead to LESS rather than MORE flexibility by shoehorning characters into narrower niches.
Again, that's anything in an rpg. So being able to choose skills that lie outside your Primes and class abilities, makes your choices narrower...

MoogleEmpMog said:Which each individual GM will or will not allow to taste. Also, 'new classes' doesn't sound terribly flexible in comparison to 'name a trait of your character, which then becomes one of your stats.'
Again...nevermind I've repeated it enough times already. Do new classes add flexibility or not? They do, plain and simple. Class systems are inherently less flexible than point systems...I mean if you want to get down to the end point...just play a totally free form game, now that's flexibility. My argument was never that C&C was more flexible than A or B, but to say it isn't flexible is disingenuous.
MoogleEmpMog said:Which each individual GM will or will not allow to taste. Also, 'new races' doesn't sound terribly flexible in comparison to 'racial abilities are purchased from the same point pool as all other abilities, allowing you to dedicate as much or as little of your concept to your innate powers as you like.'
...see my above argument.
MoogleEmpMog said:Because paying for, say, the Mutants and Masterminds or Spirit of the Century core book is *much* more expensive than paying for the Castles and Crusades core book? Man, what? Heck, FATE is *free,* and a perfectly usable version of the SotC rules (though SotC is definitely improved over it).
Yeah, it is...you can get the C&C PHB off amazon for $13.57...M&M=$26.37 & Spirit of the Century=(not available on amazon)$30. So, Yeah it is at least 50% cheaper.
I'll give you Fate...but what about printing, binding etc.
MoogleEmpMog said:Because there's certainly no creativity involved in, oh, I don't know, using a system where character attributes are essentially freeform (FATE) or in which they are chosen to taste from a reasonably balanced point system (M&M)?
Once again I never argued about the creativity of other games, I was talking about your argument that C&C is not flexible. Reread my post.
MoogleEmpMog said:I guess the latter doesn't count because the character options were professionally published (which renders them bereft of creativity, apparently), but the former?
No, but, exactly like I said your paying for them right. Or, if not, creating them yourself...just like you could do for C&C
MoogleEmpMog said:Again, for the OP, C&C is almost certainly the simplest solution, because it's compatible with the wealth of 2e material out of the box. I can't tolerate the AD&Dishness of C&C (as opposed to the Dark Sun-ishness, the Ravenloft-ishness, etc.), but it's certainly the easiest way to use 2e material with an improved system.
We agree...

MoogleEmpMog said:It just annoys me to no end to hear a system that is explicitly inflexible, created in part as a reaction to the flexibility of D&D 3e, touted as flexible because "you can houserule it." Well, obviously - ANY system is infinitely* flexible by those standards, which makes those standards useless for establishing comparative flexibility.
Uhm, no...I think a fair measure is how easily or not options can be added or taken away from a game. By your logic Point Buy systems are the end all and be all of game design. The fact that D&D is the most popular game kind of squashes that notion.
Again, where do I talk about "comparative" flexibility...I didn't even comment on other games vs. C&C. You like what you like...point buys. But comparing point buys to class based systems is apples and oranges...each one's design goals are different. However a class based system can have flexibility, it may not be what you personally like, but that doesn't change the fact that it's there.
MoogleEmpMog said:* Or flexible to the limits of a hypothetical human GM's thought, which caps it at the outer limits of human comprehension.
And this is exactly what every rpg is. You just gotta be willing to take it there.