Vigwyn the Unruly
First Post
Akrasia said:[On C&C being easier to prep, but not play.] Could you elaborate on this? I have run two 3E campaigns (each lasted about a year), and have played 4 sessions of C&C now, and I would say that C&C is much easier to use than 3E, both in terms of prep and play.
I'll have to defer to your experience, because as I have admitted, I haven't actually used the system in play yet. I'm basing my statements on a thorough reading of the book, along with some distillation down into a few pages of notes on the highlights.
It just seems to me that there isn't really any less to actually do in terms of resolving conflicts. In fact, there may be more to do, in that you have to make rules up on the fly. If you have a solid mastery of d20, that probably won't take too much time, but if you have a solid mastery of d20, d20 doesn't take that much time.
Akrasia said:[On some mechanics being more complex in C&C than they are in d20.] The saving throw mechanism is the only one I can think of off the top of my head. Do you have other things in mind?
Examples:
Adding a Wis check to the surprise round (by the way, there is no advice on what the CC should be for this check).
Shields that work against 1, 2, or 3 opponents instead of everybody (again, no advice on how to handle this--does PC choose, like Dodge feat, or does it only work against first attacker?).
Defensive attacks for large creatures or those with reach when they are approached by an attacker with a higher initiative.
PCs add class level to almost every check except those that are specific class abilities for other classes, so you have to know all of the class abilities and which classes get them.
Some class abilities (e.g., Traps, Climb) have the same name but work in different ways for different classes.
Encumbrance.
The crazy things that can happen if you miss your target in ranged combat (and how those things are different for crossbows than for other ranged weapons).
Multiple cover bonuses with very little advice on how to determine how much cover the defender has. And why would "full" cover only give you a +10 bonus to AC--if you can still be hit at all, it doesn't make sense to call if full, right?
Now, please don't take all this as being excessively negative. I want to make it clear that I'm really looking forward to playing this game. I have a game of C&C tentatively scheduled for Saturday, and I can't wait!
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