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I'm thinking of going back to 2e!
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<blockquote data-quote="Imaro" data-source="post: 3611227" data-attributes="member: 48965"><p>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...</p><p></p><p>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)</p><p></p><p>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 <strong>FREE</strong> multi-classing rules there's even more freedom for those who want it.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3611227, member: 48965"] 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... 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 [B]FREE[/B] multi-classing rules there's even more freedom for those who want it. 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. [/QUOTE]
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