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<blockquote data-quote="Jackelope King" data-source="post: 3613199" data-attributes="member: 31454"><p>I gave C&C a shot, but it went back towards inflexible character archetypes (something I strongly dislike), seperate XP charts for some reason I couldn't fathom, and a whole bunch of other AD&Disms that I just disliked (like the strange breakdown of saves). Then they went back and cut out the d20isms that I <em>did</em> like, such as feats and skills.</p><p></p><p>It's a shame, because the SEIGE engine is pretty simple and elegant, and it's something that I feel could work very well seperately, apart from all of the "old school feel" that tends to detract from the nice simplicity and smoothness of the SEIGE engine. Indeed, I felt like a lot of the complexity of the game was moved to exactly the wrong places (gameplay itself) instead of the right places (parts of the game that take place away from the table, like character creation).</p><p></p><p>The other selling point of the system never became apparent to me. I never could see just how it was easier to convert old adventures over to C&C as opposed to 3.Xe. A lot of what was posted above converts just as easily into 3.Xe or d20 in general. I've sat in on a game at my girlfriend's college where the DM had an old 1E Monster Manual that she'd just flip open to a random page when she wanted a random encounter, then converted everything right then and there on the fly. And not to knock her, but she definitely wasn't a master of 3E rules, but she had absolutely no problem doing these conversions on the fly. There was no mythical "crown of d20" that descended onto her head. It was just an average DM running a game across editions without much problem.</p><p></p><p>(Admittedly, this selling point also wasn't very relevant to me, since I tend to loathe published adventures in general, and the oldest product I still own is the 2E Complete Priest's Handbook (because the section on religion building was really pretty useful) and PHB. I don't have old editions or adventures to convert, and I wouldn't want to.)</p><p></p><p>Rather than deal with duct-taping together I did like from the ground up with C&C (which essentially was just the SEIGE engine), I got True20 instead. Rules-light with plenty of flexibility, making it my rules-light fantasy game of choice. Between True20 for rules-light, Mutants & Masterminds for flexibility, Iron Heroes for the sheer cool factor, and D&D 3.X for the ease of finding groups, I've got all the gaming I could want for a long time. I might harvest the SEIGE engine at some point crossed with Saga Edition skills for a fast-and-dirty skills system, but that'd be the only thing that I'd consider salvaging from C&C.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3613199, member: 31454"] I gave C&C a shot, but it went back towards inflexible character archetypes (something I strongly dislike), seperate XP charts for some reason I couldn't fathom, and a whole bunch of other AD&Disms that I just disliked (like the strange breakdown of saves). Then they went back and cut out the d20isms that I [i]did[/i] like, such as feats and skills. It's a shame, because the SEIGE engine is pretty simple and elegant, and it's something that I feel could work very well seperately, apart from all of the "old school feel" that tends to detract from the nice simplicity and smoothness of the SEIGE engine. Indeed, I felt like a lot of the complexity of the game was moved to exactly the wrong places (gameplay itself) instead of the right places (parts of the game that take place away from the table, like character creation). The other selling point of the system never became apparent to me. I never could see just how it was easier to convert old adventures over to C&C as opposed to 3.Xe. A lot of what was posted above converts just as easily into 3.Xe or d20 in general. I've sat in on a game at my girlfriend's college where the DM had an old 1E Monster Manual that she'd just flip open to a random page when she wanted a random encounter, then converted everything right then and there on the fly. And not to knock her, but she definitely wasn't a master of 3E rules, but she had absolutely no problem doing these conversions on the fly. There was no mythical "crown of d20" that descended onto her head. It was just an average DM running a game across editions without much problem. (Admittedly, this selling point also wasn't very relevant to me, since I tend to loathe published adventures in general, and the oldest product I still own is the 2E Complete Priest's Handbook (because the section on religion building was really pretty useful) and PHB. I don't have old editions or adventures to convert, and I wouldn't want to.) Rather than deal with duct-taping together I did like from the ground up with C&C (which essentially was just the SEIGE engine), I got True20 instead. Rules-light with plenty of flexibility, making it my rules-light fantasy game of choice. Between True20 for rules-light, Mutants & Masterminds for flexibility, Iron Heroes for the sheer cool factor, and D&D 3.X for the ease of finding groups, I've got all the gaming I could want for a long time. I might harvest the SEIGE engine at some point crossed with Saga Edition skills for a fast-and-dirty skills system, but that'd be the only thing that I'd consider salvaging from C&C. [/QUOTE]
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