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<blockquote data-quote="der_kluge" data-source="post: 2250755" data-attributes="member: 945"><p>Thanks for this (lengthy) explanation. I think the confusing point, for me, coming from d20, is that players had different target numbers for the same effect.</p><p></p><p>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.</p><p></p><p>And the main thing that confused me was the "18" for high and "12" for low thing. The conversation went something like this:</p><p>GM: "If it's non-prime, the number is 18, if it's prime, the number is 12."</p><p>Me: "So, rolling low is better?"</p><p>GM: "No, rolling high is better, just like d20."</p><p>Me: "Then you must mean the other way around, right? Because if it's non-prime, I'm already higher than the guy who is prime."</p><p>GM: "No, that's right, non-primes are 18."</p><p>Me: "That doesn't make any sense."</p><p>GM: "No, the target numbers are different for people depending on whether the attribute is prime or not."</p><p>Me: *confused* "um, ok" -> decides he hates C&C forever.</p><p></p><p>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 <strong>no mechcanical reason</strong> 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.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2250755, member: 945"] Thanks for this (lengthy) explanation. I think the confusing point, for me, coming from d20, is that players had different target numbers for the same effect. 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 main thing that confused me was the "18" for high and "12" for low thing. The conversation went something like this: GM: "If it's non-prime, the number is 18, if it's prime, the number is 12." Me: "So, rolling low is better?" GM: "No, rolling high is better, just like d20." Me: "Then you must mean the other way around, right? Because if it's non-prime, I'm already higher than the guy who is prime." GM: "No, that's right, non-primes are 18." Me: "That doesn't make any sense." GM: "No, the target numbers are different for people depending on whether the attribute is prime or not." Me: *confused* "um, ok" -> decides he hates C&C forever. 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 [b]no mechcanical reason[/b] 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. [/QUOTE]
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