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<blockquote data-quote="Akrasia" data-source="post: 2250231" data-attributes="member: 23012"><p>I would not have a problem with your opinion if it happened to be based on the game rules. </p><p></p><p>Unfortunately, it appears to be based primarily on incorrect information.</p><p></p><p>I don't like Exalted. But I don't go around comenting on it -- simply because my minimal experience with the game is not adequate for me to give an informed opinion about it.</p><p></p><p></p><p></p><p>Yes, you are mistaken and thinking of something else. </p><p></p><p>You are thinking of pre-3e modules (i.e. the only change you need to do in order to convert a pre-3e module over to C&C is reverse the ACs).</p><p></p><p></p><p></p><p>Really, why do you comment on things about which you have such incorrect information?</p><p></p><p>The saving throw system in C&C -- just like the skill/task system -- is based entirely on ability scores. So there are six saving throws -- one for each ability score. This has the benefit of ensuring that there are no 'dump stats'. The 'primes' give one a bonus to the relevant saving throws (and hence is no more complex than the system of 'good saves' in 3e). As for the saving throws themselves, they correspond to the appropriate ability scores (e.g. overcoming paralysis or constriction is a strength check, fighting off a poison is a constitution check, etc.). It is pretty intuitive.</p><p></p><p>Here is a quick primer on the basic system in C&C:</p><p></p><p><strong>Resolving Almost Everything in C&C -- the Core Mec</strong>hanic</p><p>For resolving any task (combat, skill, or saving throw): roll d20, add modifiers, try to beat the relevant targent number (TN). </p><p></p><p>In combat: roll d20, add modifiers (class level modifier, +/- ability score modifier, +/- miscellaneous modifiers, e.g. magical bonuses or disease penalties), try to beat target number (enemy's armour class). </p><p></p><p><em>All other tasks and saving throws </em> are determined by the relevant attribute (i.e. a task/saving throw is 'strength' related, 'dexterity' related, etc.). </p><p></p><p>So for <em>all noncombat tasks and saving throws</em>: roll d20, add modifiers (+6 if the attribute in question is a 'prime', +/- relevant attribute modifier, + level if the task in question is a class-related one or you are rolling for a saving throw). The PC must beat the target number (18 +/- relevant modifiers, + enemy's level if appropriate) in order to succeed. For all noncombat rolls, assume that you add your prime if the roll concerns a prime attribute...</p></blockquote><p></p>
[QUOTE="Akrasia, post: 2250231, member: 23012"] I would not have a problem with your opinion if it happened to be based on the game rules. Unfortunately, it appears to be based primarily on incorrect information. I don't like Exalted. But I don't go around comenting on it -- simply because my minimal experience with the game is not adequate for me to give an informed opinion about it. Yes, you are mistaken and thinking of something else. You are thinking of pre-3e modules (i.e. the only change you need to do in order to convert a pre-3e module over to C&C is reverse the ACs). Really, why do you comment on things about which you have such incorrect information? The saving throw system in C&C -- just like the skill/task system -- is based entirely on ability scores. So there are six saving throws -- one for each ability score. This has the benefit of ensuring that there are no 'dump stats'. The 'primes' give one a bonus to the relevant saving throws (and hence is no more complex than the system of 'good saves' in 3e). As for the saving throws themselves, they correspond to the appropriate ability scores (e.g. overcoming paralysis or constriction is a strength check, fighting off a poison is a constitution check, etc.). It is pretty intuitive. Here is a quick primer on the basic system in C&C: [B]Resolving Almost Everything in C&C -- the Core Mec[/B]hanic For resolving any task (combat, skill, or saving throw): roll d20, add modifiers, try to beat the relevant targent number (TN). In combat: roll d20, add modifiers (class level modifier, +/- ability score modifier, +/- miscellaneous modifiers, e.g. magical bonuses or disease penalties), try to beat target number (enemy's armour class). [I]All other tasks and saving throws [/I] are determined by the relevant attribute (i.e. a task/saving throw is 'strength' related, 'dexterity' related, etc.). So for [I]all noncombat tasks and saving throws[/I]: roll d20, add modifiers (+6 if the attribute in question is a 'prime', +/- relevant attribute modifier, + level if the task in question is a class-related one or you are rolling for a saving throw). The PC must beat the target number (18 +/- relevant modifiers, + enemy's level if appropriate) in order to succeed. For all noncombat rolls, assume that you add your prime if the roll concerns a prime attribute... [/QUOTE]
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