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Review of Castles & Crusades
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<blockquote data-quote="bolie" data-source="post: 1980223" data-attributes="member: 8312"><p>I am one of Mythmere's players. His review is entirely accurate and gives a good picture of C&C game play.</p><p></p><p>As a player, though, I found the system to be too simple. The lack of any real character customization means that all characters of any given class are very similar. No more ranged fighters or charming rogues. Everyone is an archetype. Yes, you can customize to some extent using primes and you can always make up a creative personality, but 3e lets you also gain abilities that differentiate you from others.</p><p></p><p>The combat system has been oversimplified in some ways and made more complex in others. Elmiinating the 5 foot step makes life hard for a poor wizard or archer. Adding in facing means that combatants continually try to run around behind each other to get the bonus for back stabbing. Given that combat is broken up into 6-second rounds and attack rolls merely represent a single effective attack out of a full round of mayhem, having fixed facing is strangely non-abstract.</p><p></p><p>Spell casting is a little confusing. I still don't completely understand how it works with initiative. I'll need to go over that section more carefully. It appears to be kind of a pain, though.</p><p></p><p>I love the saving throw rules, though. All six attributes are treated the same, unlike 3e, where Con, Dex, and Wis checks get a special bonus and Str, Int, and Cha don't get any bonus for level. I'd like to adapt them to my 3e games.</p><p></p><p>The surprise mechanism is very simple. Make a Wisdom check. If you make it, you're not surprised. Period. You can apply bonuses or penalties for circumstance, though.</p><p></p><p>I'm not sure about the "skill" system. It's certainly better than 1e, but I'm not so sure about having no way to improve individual skills. Most skill systems have the potential for an ever expanding list of skills. C&C doesn't have that risk, but also has no way for your to make a Wizard who can hide or a Fighter who is knowledgeable, if you are so inclined.</p><p></p><p>One major deficiency, IMHO, is the lack of stats for monsters. Given that monsters are created ahead of time, generally by the game authors, having stats would not add to the preparation time or the complexity of game play. They would, though, make customizing monsters easier as well as giving a better picture of how monsters stack up to the players and other monsters in various areas. How agile is a hydra? How strong is a kobold? I have no idea in C&C.</p><p></p><p>If you like to have lots of tactical options with defined rules, then you should probably play 3e. If you want to focus on a more free-form game, then C&C is probably better.</p><p></p><p>All else being equal, I'd play 3e. Given that I enjoy Mythmere's world and playing in his game, C&C is fine and does not detract from the experience significantly, especially since he's more prefers C&C (DM's perogative).</p><p></p><p>Bolie IV</p></blockquote><p></p>
[QUOTE="bolie, post: 1980223, member: 8312"] I am one of Mythmere's players. His review is entirely accurate and gives a good picture of C&C game play. As a player, though, I found the system to be too simple. The lack of any real character customization means that all characters of any given class are very similar. No more ranged fighters or charming rogues. Everyone is an archetype. Yes, you can customize to some extent using primes and you can always make up a creative personality, but 3e lets you also gain abilities that differentiate you from others. The combat system has been oversimplified in some ways and made more complex in others. Elmiinating the 5 foot step makes life hard for a poor wizard or archer. Adding in facing means that combatants continually try to run around behind each other to get the bonus for back stabbing. Given that combat is broken up into 6-second rounds and attack rolls merely represent a single effective attack out of a full round of mayhem, having fixed facing is strangely non-abstract. Spell casting is a little confusing. I still don't completely understand how it works with initiative. I'll need to go over that section more carefully. It appears to be kind of a pain, though. I love the saving throw rules, though. All six attributes are treated the same, unlike 3e, where Con, Dex, and Wis checks get a special bonus and Str, Int, and Cha don't get any bonus for level. I'd like to adapt them to my 3e games. The surprise mechanism is very simple. Make a Wisdom check. If you make it, you're not surprised. Period. You can apply bonuses or penalties for circumstance, though. I'm not sure about the "skill" system. It's certainly better than 1e, but I'm not so sure about having no way to improve individual skills. Most skill systems have the potential for an ever expanding list of skills. C&C doesn't have that risk, but also has no way for your to make a Wizard who can hide or a Fighter who is knowledgeable, if you are so inclined. One major deficiency, IMHO, is the lack of stats for monsters. Given that monsters are created ahead of time, generally by the game authors, having stats would not add to the preparation time or the complexity of game play. They would, though, make customizing monsters easier as well as giving a better picture of how monsters stack up to the players and other monsters in various areas. How agile is a hydra? How strong is a kobold? I have no idea in C&C. If you like to have lots of tactical options with defined rules, then you should probably play 3e. If you want to focus on a more free-form game, then C&C is probably better. All else being equal, I'd play 3e. Given that I enjoy Mythmere's world and playing in his game, C&C is fine and does not detract from the experience significantly, especially since he's more prefers C&C (DM's perogative). Bolie IV [/QUOTE]
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