Mythmere1 said:
Whether you think the complex system came first and permitted the player options, or whether you think the designers built the complexity as a vehicle for player options, or some combination, it's intuitive that the complexity of the 3E mechanics are integrally tied into the variety of options for players.
Silhouette Core is a much simpler system than either 3e or C&C, and it permits a level of mechanical character customization almost equal to the former. Simple doesn't have to equal limited.
Mythmere1 said:
1) C&C players are often saying that such player complexity and specialization comes from non-die roll mechanics just as easily as from the 3E rules. 3E players think this is a ludicrous statement, and resent the implication that they don't roleplay distinctions between characters as WELL as what they're talking about. What the C&C players MEAN, though, is that there's a style of gaming in which, because the player has stated that the character is of a particular type, he gains modifiers on an ad-hoc basis. "My fighter's a swashbuckler type. Can I get a +1 to hit since I'm drawing the orcs down the stairs in a running fight?" If the answer is yes, you've got one kind of gaming going on. If the answer is "no, that's not one of the modifiers you gain from your specializations," it's another kind of gaming. Both are valid - what I'm pointing out is what's meant by the apparently strange statement that C&C permits the same kinds of character specialization as 3E. It's not about roleplaying, it's about ad-hoc discussions in a rules system that's designed to hang loosely, rather than tightly, around the events of the story.
This is what I don't understand, though. This is much more work for the GM.
In my game, I answer the question you pose with a single, consistent answer that's essentially always true: you can add an action point to your attack and/or damage for that.
That's not core 3.5 - remember, I consider d20 Modern a much, much better game than any incarnation of D&D - but it's core to a form of d20 compatible with 3.5.
If I had to ad hoc rule every attack, that would slow combat down more than any amount of AoOs. Having players ask me if they
can take an interesting action is also something I never want to hear. Of course you can, and there is a consistent way to adjudicate it.
Mythmere1 said:
2) Some C&C players have said that you can easily house-rule in anything from 3E. 3E players point out that if you have to house rule it, it isn't there to begin with. Again, there's a miscommunication based on a basic difference of game philosophy. C&C is designed to have house rules built into it. The xp system is a basic points-per-monster system, with no adjustment for the level of the party that fights it. Such returns to AD&D mechanisms have been derided as "nostalgia," but they aren't. There's an important reason for avoiding a CR-type system - the DM (CK) doesn't have to worry that if he makes a party more or lesss powerful using house rules that he is throwing off the xp calculations for the monsters. In 3E, changing a party's overall power level with house rules can require the DM to recalculate CR, EL, etc. Lots of the precalculated balancing of 3E can be thrown off by aggressive houseruling, which is why there is so much discussion of "broken" this or "broken" that.
This is why C&Cers don't necessarily accept as final the argument that "if you can house rule up to it with C&C, you can house rule down to it from 3E." It's true as a theoretical statement, but C&C has been designed as a platform for house ruling, whereas each component of 3E is much more highly tied in with the other components. Again, neither system is inherently better or worse - 3E is designed to be comprehensive, where C&C is designed to allow easy tinkering.
I don't buy this in any way, shape or form.
I've run a fairly straight 3.0 to 3.5 game, played in several with various house rules, and am currently running one based more on the Conan rules. Among the changes and/or house rules:
Armor as DR, class defense bonus, totally rewritten action and AoO structure, no spellcasting PCs, essentially all non-spellcasting PrCs and feats from any source available, action points, expanded diplomacy rules, and more.
I put together those house rules in about four hours. They have yet to "break" the game or make it play poorly. Obviously, not everyone will like the changes, but they don't cause any problems.
CR, EL... I've never 'recalculated' those in my life, and never would. I don't judge anything but XP off them, either, because I've learned how to read PCs more precisely than the printed system ever could, designed as it is as a rough estimation. For that matter, they're not terribly consistent. When I do award XP for combat, I use the values in the books, and it's no problem at all.
A system flexible enough to encompass Blue Rose, Conan, Babylon 5, Star Wars, d20 Modern, OGL Steampunk, Warcraft, Black Company, Grim Tales, Forgotten Realms, Call of Cthulu, Eberron and my homebrew with its attendant house rules is so interwoven that it can't be houseruled?