I'm thinking of going back to 2e!

ColonelHardisson said:
I still hear people do this as much as they ever did, and I started playing in 1979. The main difference now is that in addition to such descriptions, people also talk about the nuances of their character builds, because character creation and advancement is so much more detailed than before. Believe me, had the game been as detailed back then as it is now when it comes to characters, we'd have been discussing that stuff just as vigorously. As it is, I sure heard a lot of detailed discussion of characters created using homebrew variants back then, and ways that characters could be min/maxed. Passing this off as a recent phenomenon is a myth.

I don't think its a myth. I think it is dependent upon the focus of the group. Sure, my players would mention a favored magic itrm or two, but 90% of what they talked about was what battle was coolest or why. Or which campaign was coolest, the one where they established a new kingdom, the one where they brought the Zhentarim to its knees, ended the illithid plot to conqueor the world for "new cattle supplies", etc...

Around 3E gaming tables I heard about how wicked "X" feat chain is, how high "X" stat is, or what cool magic item(s) they have, or their AC is so high because of build "X". Then they might briefly mention how cool the adventure was, etc....

So in my experience 3E game sessions usually evolved around various character builds 70% of the time, how cool the game was because of how the adventures played out was definitely in the back seat. Even in all the conversations I overheard at the last GenCon it seemed that 9 out of 10 conversations were about this or that "wicked character build" they had made, or had seen made up.

Rarely was it about how cool a campaign, or module, was.

So I don't think its a Myth, I think its an intentionally ignored reality.
 

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Imaro said:
This is utterly wrong...eratta is a type of support, but according to your stance, even this isn't part of the game. I could even see the point with my quote(taken out of context) if you were talking about support that costs, and even then I wouldn't agree. Support is often a big factor for many gamers when choosing their games, otherwise why do companies produce supplemental books? C&C really doesn't need a skil system, or multiclassing to be flexible. Here's another example...

I've never seen a GM other than myself use errata without my having pointed it out to them beforehand. Obviously it happens or it wouldn't be printed, but I'd never reccomend a system on the basis of "the system in the book is a mess, but once you incorporate the errata, it works like a charm!"

Imaro said:
Human Fighter in D&D has 12 or even 16 skill points to put into skills. If he puts his ranks in his class skills first he ends up with something along the lines of Climb(4)...Ride(4)...Jump(4)...Swim(4)

The same Human Fighter in C&C gets an automatic Str Prime...this gives a (6+level) bonus to his roll for any action governed by Str (Climb, Jump, and Swim). So he can already do as much as the average fighter in D&D...now he can pick two more primes from his abilities. I'm sorry this is more "flexible" than having x amount of points to distribute amongst Y skills. Now the flexibility angle does break down without the ability to multi-class, but it's balanced out by each class actually having a wider range of abilities from primes. The flexibility lies in playing an archetype...as a real archetype, but being able to customize that archetype within it's designated niche. Of course with the FREE multi-classing rules there's even more freedom for those who want it.

You're talking about the flexibility of an individual CHARACTER. Specifically, of a character in play (as opposed to in character creation). I'm talking about the flexibility of a system, and touching on chargen as it relates to the OP's desire to run two specific 2e settins, Dark Sun and Ravenloft. C&C is a fine choice for Ravenloft, where the differences are mostly a matter of TWISTING the genre tropes and gameplay assumptions of D&D, less so for Dark Sun, which rejects many of both.

I freely acknowledge that the C&C fighter is a more mechanically flexible character than the D&D 3.5 fighter when it comes to non-combat skills. Of course, the D&D 3.5 fighter's paucity of skills is a common complaint with that system. The D&D 3.5 fighter may actually be less mechanically flexible in combat, as well, because D&D 3.5 is more concerned with mechanical differentiation than it is with in-game flexibility.

D&D 3.5 is a very INflexible system in-game, moreso than C&C. D&D is more flexible than C&C in character creation, but neither is even average in this regard. Neither provides much in the way of systemic flexibility.

By definition, Archetype-based systems discourage flexibility in chargen. This is a feature, not a bug. These systems, of which C&C is definitely one, encourage you to adopt a specific role - in C&C's case, a role defined largely by earlier editions of D&D.

Compared to a point-buy system, or a class system using generic classes (d20 Modern, for example), it is inherently and by design less flexible. This is not a complaint nor a criticism - again, were I fonder of the specific genre and gameplay conventions of C&C, I would be perfectly happy to use its archetypes. It is an observation, and one I do not think TLG would want to deny. They produced a game that pretty explicitly rejects the "half-dragon half-fiend halfling Paladin/Monk/Fighter/Wizard/Halfling Paragon/Spellsword" that is as much a D&D 3e cliche as "Bob the Fighter" is a D&D 1e cliche. It just as strongly rejects d20 Modern's "Strong/Fast/Tough/Smart/Dedicated/Charismatic" and True20's "Warrior/Expert/Mystic" generic class systems.

Imaro said:
You've totally ignored every point I made in my previous post and instead chose to focus on something that is largely irrelevant to the discussion of flexibility. Let me say this, refering to my bastard sword example above, Things being heavily and minutely defined...does not necessarily translate to flexibility. The fighter in the above example is more flexible than the one who has to pay a feat, or devote points to use a bastard sword.

Actually, it's completely relevant, because it explains the total disconnect I have from your concept of "flexibility" (which is, as far as I can tell, either universal to all RPGs except GMless ones or synonymous with "rules-lite"). As long as that disconnect remains, as long as we're talking about COMPLETELY DIFFERENT CONCEPTS, you give me absolutely no reason to address the flexibility issue.

Do either Mutants and Masterminds (become Fatigued to take essentially ANY action if it's related to your concept, and the fairly plentiful Hero Points remove Fatigue) or Spirit of the Century (all attributes, from "Steel-Thewed God of the Sword" to "Face That Launched A Thousand Ships" to "Soul Man" work the same way and each player defines what his PC's are and how they apply in play) sound like "things being heavily and minutely defined?"

You appear to be arguing for C&C against D&D 3.5, yet you're addressing your posts to me and I *never* suggested the OP use D&D 3.5. At least one of the systems I suggested, FATE/SotC, is more Rules-Lite than C&C by most any measure I can think of. The other two (M&M and Star Wars Saga) are both, much touted for being simplified from D&D 3.5 - SWS in small amounts both in character creation and in play, M&M very much so in play but not as much in character creation.
 

Treebore said:
So I don't think its a Myth, I think its an intentionally ignored reality.

I completely disagree. As I said, my experience, though anecdotal evidence, stretches across decades of time, a continent, and dozens of different gamers. If I'm experiencing this first-hand, it's not a myth (that it's a myth; my meaning was unclear as I tried to be clever). Re-read what I wrote above - I hear character build discussions in addition to tales of character exploits. If anything is being intentionally ignored, it's that aspect. I simply don't think gamers are that different today. That's from my own experience.
 
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Now if were talking flexibility as pertains to the OP's original comment...I just gotta say What? These are AD&D world's and I'm sorry but converting it to Star Wars Saga, M&M or SotC is going to take more time than converting it to C&C. There's very little complexity in converting AD&D to C&C since the conversions are almost intuitive. Flexibility isn't needed ...a closeness or familiarity to the original rules is.

Most of my arguments were specifically countering your broad and incorrect oppinion that C&C isn't flexible.
 

I'm so confused... :\

I've tried to wade through the discussion so far and have come to the conclusion there's several different definitions of "flexible" being used interchangeably...and confusingly...

So, by a system being "flexible", do you mean:

1 - able to accommodate all sorts of character ideas, from the basic to the really wacko
2 - able to play well using any genre e.g. high fantasy, space opera, wild west, etc.
3 - easily adaptable via houseruling to anyone's gaming tastes
4 - able to accommodate anyone's gaming tastes without houseruling (opposite of 3, above)
5 - streamlined and relatively simple to play

I think I've seen "flexible" used in this thread to mean each of these at different times; hence my confusion. :)

1e was very flexible by definition 3, and with work could suit def'n 5 as well, but is restrictive as per def'ns 1 and 2.
3e seems flexible by definitions 1 and 2 but has trouble with def'ns 3 and 5.
2e I've no idea about as I never played it.
I'm not sure a system could be made that would fully suit definition 4.

Lanefan
 

Lanefan said:
I'm so confused... :\

I've tried to wade through the discussion so far and have come to the conclusion there's several different definitions of "flexible" being used interchangeably...and confusingly...

Lanefan,

I agree with you about the confusion, heightened by the obvious hostility that some of these posters feel for one another. All that the hostility presented here has done is pretty much insure that I won't be playing C&C any time soon, just because I'm sure I do not want to play at the same table with gamers that rant so strongly about what should be a fun game. That's my opinion, and is solely based on my reaction to the hostility I've witnessed here. YMMV.

I really wish the parties involved would just agree to disagree, and let it go. I've made the effort to redirect the conversation to something productive, and I wasn't successful.

Sorry I Couldn't Be Of More Help,
Flynn
 
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Flynn said:
All that the hostility presented here has done is pretty much insure that I won't be playing C&C any time soon, just because I'm sure I do not want to play at the same table with gamers that rant so strongly about what should be a fun game. That's my opinion, and is solely based on my reaction to the hostility I've witnessed here. YMMV.

Unfortunately, I've seen this sort of hostility on both sides of this particular fence. It seems like any time C&C is brought up around here, it turns into a debate on its merits, or worse yet, an edition war.

I don't frequent the Troll Lord Games boards as much as I used to just due to the d20 hate I see on occasion. Believe it or not, some of us like both C&C and D&D. ;) That's not to say that all C&C fans are bad. Quite the contrary, there are a number of really good ones. Treebore is an excellent example. So don't let a few bad apples spoil the pot.

As gamers, we should be coming together with the intent of supporting the hobby. We should celebrate the fact that we have so many varieties of games to accomodate a variety of play style. Instead, it seems we have to come after one another in a contest of one-upmanship.

D&D is not better than C&C, and the reverse holds true as well. They're just different, as different as True20, Shadowrun, d6, or any other system is.

So rather than coming after one another, let's celebrate the fact that the OP has a variety of systems to choose from, and wish him well in choosing the right one for his group. I'm anxious to hear the results!
 

Flynn said:
Lanefan,

I agree with you about the confusion, heightened by the obvious hostility that some of these posters feel for one another. All that the hostility presented here has done is pretty much insure that I won't be playing C&C any time soon, just because I'm sure I do not want to play at the same table with gamers that rant so strongly about what should be a fun game. That's my opinion, and is solely based on my reaction to the hostility I've witnessed here. YMMV.

I really wish the parties involved would just agree to disagree, and let it go. I've made the effort to redirect the conversation to something productive, and I wasn't successful.

Sorry I Couldn't Be Of More Help,
Flynn

Well Flynn, I hope I'm not one of these "bad apples" you are referring to. I don't think I was in any way hostile or rude to Moogle or anyone else in this thread. I debated with him(and yes I'll agree, the debate did get confused by differing definitions of flexibility.) in what I feel was a pretty civilized manner about what I saw as a disingenuous statement about C&C(whether true or false I don't want to get into again). IMHO that's what forum's are for.

Now if I came off hostile towards anyone I would like to apologize. The OP did specifically ask about C&C(on at least two occasions) and I didn't want him to get the wrong idea about it being inflexible...again this is perhaps not the term that should have been used without a definition...In the end it is a matter of playstyle and choice, but alot of what the OP said he didn't like about AD&D has been refined into a "3.5 mindset" with C&C, so I was in fact addressing his interest in the game.

Anyway, like I said if I came off rude, hostile or disrespectful towards anyone, I apologize as that was not my intention.
 

Felon said:
treat NPC's the same way that 1e did, not as interesting people to interact with, just guys who you can kill and loot.

You may want to revisit pp. 100-102 in your 1e DMG. Under the heading "Personae of non-player characters".
 

1 - able to accommodate all sorts of character ideas, from the basic to the really wacko
2 - able to play well using any genre e.g. high fantasy, space opera, wild west, etc.
3 - easily adaptable via houseruling to anyone's gaming tastes
4 - able to accommodate anyone's gaming tastes without houseruling (opposite of 3, above)
5 - streamlined and relatively simple to play

I think I've seen "flexible" used in this thread to mean each of these at different times; hence my confusion.

1e was very flexible by definition 3, and with work could suit def'n 5 as well, but is restrictive as per def'ns 1 and 2.
3e seems flexible by definitions 1 and 2 but has trouble with def'ns 3 and 5.
2e I've no idea about as I never played it.
I'm not sure a system could be made that would fully suit definition 4.
See, I find this mind boggling.

If you think AD&D1 is "streamlined and relatively simple to play", then I don't know how you can think D&D3 is not. D&D3 is more streamlined -- that was pretty much a big part of its design philosophy, and part of its reason to be created. AD&D1 was usually played pretty streamlined by house ruling out about half the rules in the book. If you want to make D&D3 even more streamlined, remove skills, feats, and attacks of opportunities; you'll have a less robust system, but a more simply system. Do you want depth or simplisity?

And I don't know how you can consider that D&D3 "has trouble" with being "easily adaptable via houseruling to anyone's gaming tastes" considering how many books full of essentially new house rules to fit someone's tastes are published by WotC and third parties. That D&D3's core mechanics, the d20 rules, support a whole bunch of gaming tastes is testament to its adaptability.

But I would not consider any version of D&D to be "able to play well using any genre e.g. high fantasy, space opera, wild west, etc." D&D, through all its editions has been pretty well really good only for high fantansy. Playing another genre requires the houseruling mentioned above.

And I wouldn't think any level-based system, like all D&D editions is "able to accommodate all sorts of character ideas, from the basic to the really wacko".

Quasqueton
 

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