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<blockquote data-quote="JeffB" data-source="post: 4858294" data-attributes="member: 518"><p>In reality B/X is just a cleaned up version of the OD&D game too (and that is what I meant by my B/X comment). S&S definitely fits the "cleaned up" part, along with the "new" combat and the spellcasting rolls, and lots of subtle but flavorful changes. Much of the OGC is actually from the C&C PHB/M&T. Quite frankly, I feel S&S is what C&C tried to be (and IMO, missed the boat).</p><p></p><p>The combat system should be fun- essentially as you level you get more attacks per round (fighters getting the most) and there is a (old style) chart based on weapon type vs. armor type- one chart, easy peasy (and easy to get on your character sheet for a PC's weapons-DM will need the whole thing-). The system makes variable weapon damage kind of irrelevant- certain weapons will have a lower attack roll necc to get through certain armors than others- so for once the abstract D&D system of Armor Class makes sense.</p><p></p><p>Monster stats are written up as "claw, claw, bite (dagger, dagger, sword)" for example (so as to reference them on the To Hit table). So it will take a slight amount of conversion if you are using your fave monsters from another source. </p><p></p><p>I really like some of the subtle changes to classes- Clerics get the lay on hands ability, and are the only class that gets a bonus to wisdom saves. Fighters the only ones who can use Dex to improve their melee defense, etc.</p></blockquote><p></p>
[QUOTE="JeffB, post: 4858294, member: 518"] In reality B/X is just a cleaned up version of the OD&D game too (and that is what I meant by my B/X comment). S&S definitely fits the "cleaned up" part, along with the "new" combat and the spellcasting rolls, and lots of subtle but flavorful changes. Much of the OGC is actually from the C&C PHB/M&T. Quite frankly, I feel S&S is what C&C tried to be (and IMO, missed the boat). The combat system should be fun- essentially as you level you get more attacks per round (fighters getting the most) and there is a (old style) chart based on weapon type vs. armor type- one chart, easy peasy (and easy to get on your character sheet for a PC's weapons-DM will need the whole thing-). The system makes variable weapon damage kind of irrelevant- certain weapons will have a lower attack roll necc to get through certain armors than others- so for once the abstract D&D system of Armor Class makes sense. Monster stats are written up as "claw, claw, bite (dagger, dagger, sword)" for example (so as to reference them on the To Hit table). So it will take a slight amount of conversion if you are using your fave monsters from another source. I really like some of the subtle changes to classes- Clerics get the lay on hands ability, and are the only class that gets a bonus to wisdom saves. Fighters the only ones who can use Dex to improve their melee defense, etc. [/QUOTE]
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