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Tell me about Castles and Crusades
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<blockquote data-quote="gideon_thorne" data-source="post: 2039299" data-attributes="member: 17896"><p>*wry smile* I think my point flew away. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="gideon_thorne, post: 2039299, member: 17896"] *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. :) [/QUOTE]
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