Akrasia said:There is *no* reference to the "current edition" in the intro. There *is* a comment that "a glut of rules" is an impediment to a fun game, but at no place is there a reference to 3e (explicit or implicit). The comments in the intro have to do with explaining the design goals of C&C, not "bashing" any particular other system.
Akrasia said:Huh? You keep making this bizarre claim. I have yet to understand the relation between the SIEGE system and THACO.
SIEGE: A character rolls 1d20, adds level (if appropriate), and tries to beat 18 (if nonprime) or 12 (if prime) +/- difficulty modifiers. How is that THAC0?
Akrasia said:Speaking from experience as a CK, C&C does three things:
(a.) Makes my prep time more manageable and even enjoyable;
(b.) Lets me fit a lot more 'adventuring' into limited 3-4 hour long sessions (since combat takes *much* less time); and
(c.) Lets me use all my pre-3e D&D stuff with little/no conversion work.
Akrasia said:JohnSnow said:This DM ad-hoccing can be accomplished without a new game system. Of course, that wouldn't give people any incentive to buy books from Troll Lord Games.
I don't understand what this means.
SweeneyTodd said:Okay, I'll jump in and try this again. There are two things here:
1) C&C: GM says "There's a pit". Player says "How big?" GM says "You could probably make it, but it's a ways... DC X."
2) D&D: GM draws a battlemap, with a pit on it. Player measures it, checks the rules, determines it's DC X.
What we are trying to say is that in both cases, the GM set the DC., and communicated it to the players. That battlemap didn't draw on itself.And taking it further, in both cases the pit exists because the GM put it there.
John Morrow said:There is a very big difference between how players view GM fiat with respect to a set-up and during play (the same is true in fiction, by the way). What's different is that once the GM has established the area, number of combatants, etc., most of the subjectivity has ended in a rule-heavy game but it keeps on going in a rule-light game, making the outcome much more subjective and subjet to GM fiat. Yes, it's possible for a D&D GM to start fudging and adjust abilities and hit points and such in the middle of a rule-heavy encounter but that's not how many players expect their GM to run an encounter in D&D. That a GM can run D&D like a rule-light game, producing all the same problems as a rule-light game, does not mean that's how many players want D&D to be run or that D&D GMs normally run D&D that way.
Psion said:...
As near as I can tell, you plucked out one word and chose to take offense at it. Having thorougly read and understood the rest of the paragraph or even sentence that you plucked the one word out of would have enhanced your understanding of what I was actually saying. I was not referring to rules-light gamers in general as a market segment, but in particular, those that have shown up here and railed loudly against 3e (or, thrown snarky zingers around about it), something that has, indeed, been on the rise in the last month or two. ...
SweeneyTodd said:So while we're at it, can we find a better way to avoid these kinds of failures of communication, in a general fashion?
ME said:"One of my most important jobs as GM is to describe the game world to you. I'm going to try my best to do that adequately, but there are always going to be situations where some detail that's important to you doesn't seem important to me and I won't mention it. The only way to get around that is for you to ask me questions. ASK LOTS OF QUESTIONS!"
"One of my main goals during the game is to keep the action moving and to keep the game progressing. That means I don't want to spend a lot of time adding up numbers or waiting for people to decide what to do. That DOES NOT mean I want you to feel intimidated about pumping me for information. It doesn't mean I want you to act before you feel like you are completely informed about what is going on. Asking questions about what's happening in the game, asking for descriptions, asking for world details....all of those things help me to create a deeper, richer milieu for you and the other players. All of those things move the game forward. I do not consider them a waste of time. If I spend a whole session describing the details of a room to you and the other players, that's fine with me as long as the information you're getting from me has some relevance to what is going on in the game and allows you to make better, more well thought out decisions about your characters' actions.
"It's important to remember that anything is possible up until the moment the dice hit the table. Once the dice roll, your ability to search for more information, your ability to increase your chances for success, your ability to choose a different course is gone. At that point you are committed and have to live with the consequences. Always, always, always make sure that you've exhausted every possible avenue to increase your chances for success before we start rolling dice."
Ourph said:... it is (IMO) not a very elegant execution of a rules-lite game and suffers from bouts of rules-heavyness and rules-awkwardness in several places.
MoogleEmpMog said:This has two consequences:
The GM may have made the pit in 2) "DC x" to account for any one of those reasons, without ever considering whether or not my character can jump it. He might have even made the pit based on some other, external factor, such as the passage of a delver.
The GM drawing the pit in 2) immediately tells me all of the information above (and a great deal more besides), and I may be able to make creative use of that information in a way that him simply telling me "you see a pit" doesn't begin to describe.
In short, it goes back to Mearls' point about interface: 2) is a much more efficient way of conveying information about the pit to me.
JohnSnow said:And of course the primary activity of Castles & Crusades fans is to be not Pro-C&C, but anti-3e. In other words, they crop up and throw out their two cents about how the game "should be." ...
JohnSnow said:So the C&C proselytizers show up, screaming about how C&C is "better" than 3e, and even make statements like "rules-heavy games are intended to appeal to children....
JohnSnow said:Can't we as gamers just accept that some people prefer "rules-heavier" and that others prefer "rules-lighter" without applying value judgements?...
JohnSnow said:...Seriously, other than its pseudo-THAC0 skill system and its very elegant saving throw system (which I hope D&D adopts), what does C&C ADD to the d20 experience?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.