gideon_thorne
First Post
bolie said:But rules that are internally inconsistent and incomplete don't get out of my way.
The rules are actually neither inconsistent or incomplete. They might seem that way to those used to more complex systems, but C&C as it stands, especially the boxed set, can be played as is with no modification. There are plenty of classes and races to work with for the beginner.
Its all these 'extras' that break away from the baseline of the classes require modification.
The desire to play classes that stretch away from the baseline classes does not translate into a flaw in the C&C game. These non baseline classes certainly are for more experienced gamers. For a newbie, learning the system, they have no place as part of a 'baseline core game' and therefore in no way constitute an 'incompleteness' or inconsistency about the game itself.
Most of what is talked about as 'incomplete' or 'missing' is from the perspective of experienced gamers who know how to ask the questions, back in the day, the newbie didn't really know the difference.
So..the system may be incomplete for YOU but not for most everyone else playing it.
Monsters do not use a different system. They use the SEIGE engine for saving throws and checks, just like players. They even get their HD where players get their level. The only difference is that all monsters effectively have attributes in the 9-12 range. It's very easy to determine this based on the fact that all of the rolls they make are identical to the rolls players make and the bonuses correspond. HD -> level, 12/18 based on primes, etc...
As for the polymorph spell Fiff summs it up here:
I wrote the original draft of polymorph. It changed a bit from what I submitted (my version was much more harsh, lest anyone think the Trolls aren't sympathetic to the plight of the players).
However, one thing I can comment on here is that PCs are different in C&C from everything else. Things that apply to PCs don't necessarily apply to NPCs, and most definitely don't apply to monsters.
One thing that has to be understood is that Not Everything Has To Play By The Same Rules.
This means monsters don't have to have attributes, and NPCs don't have to follow the same character rules as PCs, as long as the CK is reasonable about it.
Now, back to polymorph. It's assumed that if a monstrous shape is assumed, the character in essence *becomes* that monster.
Forget your character sheet. It's worthless except to know what equipment you're carrying.
If you're polymorphed into a giant, it's futile to figure out what your character's stats as a giant will be. Just use the Giant's stats. Adjust AC and base attack for any armor or special equipment, and voila - you're done.
Ability scores aren't necessary - they are assumed as part of the Giant's stats already. For saving throws, the PC would no longer use PC saving throws, but monster saving throws - Physical and Mental. If the character loses his mind, then a Giant would represent Physical saves, while a character with a Wis or Int prime that retains his consciousness would have both Physical and Mental saves in the new form.
Other than that, your character sheet is basically a Giant's statblock until you are transformed back.
Some of the problem here is the "square peg in round hole" syndrome, where folks try to put the structure of a PC onto a monster's form. That's where the fallacy occurs. Once it's realized and absorbed that not everything has to have the same structure as a PC, things get a LOT easier.
Fiffergrund, Margrave of Shotwick