gideon_thorne
First Post
maddman75 said:Gideon - that's all well and good, and I rather like the idea of the SEIGE engine. However, my main complain (apart from the seeming lack of opposed rolls) is that there's no way to evolve the character. What if your fighter, after about four levels, decides that he wants to learn some stealth? Can he take another attirbute as his Prime? Does he lose the first one? Is there any accounting for this character development in the game at all?
I can groove on rules-lightness. I cannot groove on characters that are lock in place at generation and have no way to alter their abiltiies in play.
*wry smile* I think my point flew away.
The point, in short, is that 'character development' is not just a function of rules. Rules serve as a base foundation, but are not the end all and be all of the game. Character development has always been about the evolving story of the character.
Sure... your fighter can learn some stealth at later levels, he could have the thief teach him. In that case it would become a great, in depth, rp between two characters as the fighter trails along after the thief, in a series of adventures most appropriately, and picks up 'stealth.
In the C&C game there is provision for a character to use another classes' abilties. However, the fighter simply would not use their level for an attribute 'dex' check. And would learn to move 'stealthy' but by no means ever be as good as the thief who is suposed to be the master of his craft for a reason. (the logic behind archtypes) A fighter with a dex prime is going to naturally have an easier time at this.
This is the default method. Should the player and game master wish to alter this rule with 'the fighter after x months learns a new trick and can use their level' thats find and dandy. And illustrates a perfect example of a 'framework' gaming giving enough information without going overboard.
Again. A variety of hard rules on skills, feats and suchlike does not automatically equate to a 'developed character' IMHO. The rules provide a framework, nothing more.
Im certainly not knocking anyone's choice in game. I am by far the last person to do that, since I personally think mechanics are never more important than the player and the skill of the game master.
C&C, however, simply provides a loose framework and its very looseness implies the respectful assumption that gamers are both creative enough and imaginative enough to evolve the system as they would wish.