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Tell me about Castles and Crusades
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<blockquote data-quote="Mythmere1" data-source="post: 2044612" data-attributes="member: 26563"><p>I'd like to hear more when it's convenient - comparing die roll and stat to a DC is basically the same as C&C or d20 - it's a matter of how specifically you define different abilities that tends to distinguish games in terms of complexity. d20 uses very specific skills, and C&C uses basically six groups of skills, since they're attribute based. What I'm curious about, harking back to your original post about highly personalized mechanics, is how you can select highly tailored options without having an equally complex resolution system to put these options into play.</p><p></p><p></p><p></p><p>Deadlands d20 has these, too (as did original DL). They're lots of fun, and add considerably to the drama. Actually, I may need to add these to my C&C game, too...</p><p></p><p></p><p></p><p>I didn't change the rulings, either, when I played 3E, but players still grumble. They'll grumble about ad-hoc rulings, too, of course - but they aren't pointing to a rulebook when they do it. I think there's a difference between players feeling merely shafted as opposed to feeling like the DM ignored a rule that they depended upon, or broke a rule somehow.</p><p></p><p></p><p></p><p></p><p>Here's a quote from someone who's done it more methodically than I:</p><p></p><p>"I think the thing is that if you make small, subtle changes to 3.x you will find the ripples they create grow larger through the system. Ripping out entire systems like Skills or Feats isn't as difficult as, say, removing Base-Attack Bonus and turning it into individual skills using the Skill system.</p><p></p><p>Remove Attacks of Opportunity and nothing else does make for some unexpected problems... there are a few feats that deal exclusively w/ AoO... but you can't simply remove them because some of them are entry points to Feat Chains... so you either have to change those as well, or re-write the feat. Then you have entire considerations in skills, like Tumble, that makes the skill's main mechanical purpose a lot less useful, which has implications on things like Prestige Classes who use that skill as a prereq."</p></blockquote><p></p>
[QUOTE="Mythmere1, post: 2044612, member: 26563"] I'd like to hear more when it's convenient - comparing die roll and stat to a DC is basically the same as C&C or d20 - it's a matter of how specifically you define different abilities that tends to distinguish games in terms of complexity. d20 uses very specific skills, and C&C uses basically six groups of skills, since they're attribute based. What I'm curious about, harking back to your original post about highly personalized mechanics, is how you can select highly tailored options without having an equally complex resolution system to put these options into play. Deadlands d20 has these, too (as did original DL). They're lots of fun, and add considerably to the drama. Actually, I may need to add these to my C&C game, too... I didn't change the rulings, either, when I played 3E, but players still grumble. They'll grumble about ad-hoc rulings, too, of course - but they aren't pointing to a rulebook when they do it. I think there's a difference between players feeling merely shafted as opposed to feeling like the DM ignored a rule that they depended upon, or broke a rule somehow. Here's a quote from someone who's done it more methodically than I: "I think the thing is that if you make small, subtle changes to 3.x you will find the ripples they create grow larger through the system. Ripping out entire systems like Skills or Feats isn't as difficult as, say, removing Base-Attack Bonus and turning it into individual skills using the Skill system. Remove Attacks of Opportunity and nothing else does make for some unexpected problems... there are a few feats that deal exclusively w/ AoO... but you can't simply remove them because some of them are entry points to Feat Chains... so you either have to change those as well, or re-write the feat. Then you have entire considerations in skills, like Tumble, that makes the skill's main mechanical purpose a lot less useful, which has implications on things like Prestige Classes who use that skill as a prereq." [/QUOTE]
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