Particle_Man
Explorer
der_kluge said:And I'll fully admit that probably a lot of what left a bad taste in my mouth for C&C is my GM, who chose to use that rule set while running us (1st level characters) through World's Largest Dungeon. So, 4 out of 6 of us died when one of the players decided to attack a lone orc who happened to be a 6th level mage. The orc cast a fireball, enveloping all of us, and the target for non-primes was 26, which most of us couldn't conceivably beat if we wanted to.
And the d10 for initiative really irks me. Our group switched between d20 and C&C and every other week half the people were rolling the wrong die for initiative because we'd forgotten from one week to the next what we should have rolled. This is where I'm coming from on the nostalgia factor. There is no mechcanical reason why a d10 should be favored for initiative. They could have easily left it at d20 and made it more compatible with d20, and easier for people to transition to. This is the design philosophy of C&C, IMO. They went more with nostalgia than with convention, in terms of d20 conventions.
1st level party vs. a 6th level spellcaster? My sympathies.
The init. is easy to "fix". Just change it to a d20, and double any bonuses or penalties that the C&C rules give to init. (I don't think there are any, but you never know).
Personally, I prefer a d% for init., (d100), since that reduces the number of ties.