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Once you go C&C, you never go back
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<blockquote data-quote="trollwad" data-source="post: 3926378" data-attributes="member: 19187"><p>This whole thread seems out of whack. If you are reading this thread and want a prediction of whether you will like C&C read the following.</p><p></p><p>I've played every edition of D&D (and C&C) as well as a host of other ancient games (star frontiers, top secret, gamma world, metamorphosis alpha) and I will happily PLAY any of them -- I love playing 3.5e (at least up to about 10th level). However, I will only dm C&C or OD&D or low level 3e.</p><p></p><p>Your preferences will dictate whether you want to play or dm C&C.</p><p></p><p>As a DM if you simply obsess over details, "fairness", "balance", hate pulling in things from other systems for no reason other than they are "cool" and aren't comfortable flying by the seat of your pants, stick with 3e -- you'll be happier. If you want ease of use or preparation, a game that respects the archetypes of conan etc, a fast game where you have confidence in your DM, and a system where you can port in small subsystems and options from od&d, 1e, 2e, monte cook, and others, play or dm C&C as well. It really is that simple.</p><p></p><p>I can't emphasize how much C&C encourages you to tinker with it -- for example, I have a C&C game with hybrid weapon mastery from Basic D&D and Arcana Unearthed, segments and the helmet rule from 1e, the thief acrobat character class from Arcana Unearthed, Specialty Priests from 2e, the Mind Witch character class from Monte Cook's Arcana Evolved system, the Gem Witch character class from the Diamond Throne website, the Crimson Mist feat and a couple of other things for barbarian characters from the Conan system, death at variable negative hp from some online poster, my own grappling and overrunning system which is much simpler than the 3e system, the harsher d20 Modern massive damage threshhold, the concept of damage with exploding dice under certain circumstances from another game, and about 20 generally very simple feats from various sources (including some 3e feats and the Enworld 1e Feats pdf). I've assembled all of my favorite spells from all of the systems that I just mentioned including forty or fifty from Monte Cook's Arcana Evolved with different spells open to priests of various deities, the illusionist class, and the two witch classes. This whole massive system of choices, etc. is at most one-third as complex as 3e. The point is that C&C is such a simple engine that you may decide that you want to add x or y to that.</p><p></p><p>Finally, I think the 3e and 3.5e modules are largely pathetic (red hand of doom and the paizo APs are noble exceptions). I've read the first part of the first installment of Castle Zagyg (Mouths of Madness) and I'd rather play or dm that or one of the 1e classics. That is another major appeal to me. A living system with real old school adventures.</p></blockquote><p></p>
[QUOTE="trollwad, post: 3926378, member: 19187"] This whole thread seems out of whack. If you are reading this thread and want a prediction of whether you will like C&C read the following. I've played every edition of D&D (and C&C) as well as a host of other ancient games (star frontiers, top secret, gamma world, metamorphosis alpha) and I will happily PLAY any of them -- I love playing 3.5e (at least up to about 10th level). However, I will only dm C&C or OD&D or low level 3e. Your preferences will dictate whether you want to play or dm C&C. As a DM if you simply obsess over details, "fairness", "balance", hate pulling in things from other systems for no reason other than they are "cool" and aren't comfortable flying by the seat of your pants, stick with 3e -- you'll be happier. If you want ease of use or preparation, a game that respects the archetypes of conan etc, a fast game where you have confidence in your DM, and a system where you can port in small subsystems and options from od&d, 1e, 2e, monte cook, and others, play or dm C&C as well. It really is that simple. I can't emphasize how much C&C encourages you to tinker with it -- for example, I have a C&C game with hybrid weapon mastery from Basic D&D and Arcana Unearthed, segments and the helmet rule from 1e, the thief acrobat character class from Arcana Unearthed, Specialty Priests from 2e, the Mind Witch character class from Monte Cook's Arcana Evolved system, the Gem Witch character class from the Diamond Throne website, the Crimson Mist feat and a couple of other things for barbarian characters from the Conan system, death at variable negative hp from some online poster, my own grappling and overrunning system which is much simpler than the 3e system, the harsher d20 Modern massive damage threshhold, the concept of damage with exploding dice under certain circumstances from another game, and about 20 generally very simple feats from various sources (including some 3e feats and the Enworld 1e Feats pdf). I've assembled all of my favorite spells from all of the systems that I just mentioned including forty or fifty from Monte Cook's Arcana Evolved with different spells open to priests of various deities, the illusionist class, and the two witch classes. This whole massive system of choices, etc. is at most one-third as complex as 3e. The point is that C&C is such a simple engine that you may decide that you want to add x or y to that. Finally, I think the 3e and 3.5e modules are largely pathetic (red hand of doom and the paizo APs are noble exceptions). I've read the first part of the first installment of Castle Zagyg (Mouths of Madness) and I'd rather play or dm that or one of the 1e classics. That is another major appeal to me. A living system with real old school adventures. [/QUOTE]
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