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[True20] World's Largest Dungeon
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<blockquote data-quote="jdrakeh" data-source="post: 3176083" data-attributes="member: 13892"><p>Welll, you're right -- 100% was an exaggeration, however. . . </p><p></p><p>Choice of primes <em>can</em> make a differecne, but doesn't <em>necessarily</em> make a difference when we're talking about characters of the same class (they'll have the same class-based prime in common) and, unless they're human, they only get to choose one other prime -- and there's nothing to prevent them from choosing the same prime when they do. That said, I'll give you that primes can make a difference, but I dont' think that they make a <em>huge</em> difference, mechanically speaking. </p><p></p><p>Spell selection provides minimal differences, at best. This is especially true of the latter, as spellcasters of a given type are always free to select whatever level-appropriate spells that they they like from the lists (i.e., two spellcastsers of the same class and level have access to the same spells). In the end, a spellcaster of a given type at a given level is mechanically identical to all other spell casters of the same type and level where spell selection options are concerned. </p><p></p><p>Finally, all fighters can specialize in a weapon (specializing in different weapons is a <em>very</em> minor mechanical differentiation, and isn't much different than claiming wide mechanical variety based upon what kind of equipment a character chooses to carry). </p><p></p><p>By and large, outside of description, characters of the same class and level are rmechanically identical -- they may use a different weapon or cast different spells, but they all have the same static special abilities, aren't differenitated by skill focus, and are only <em>truly</em> set apart by their ability bonuses. This was true of AD&D and it's true of C&C. That having been said. . . </p><p></p><p>This kind of rigid archetype-based character creation is a strength of C&C -- it makes the game very easy to pick up and play, as well as easy for hobby newcomers to understand. This level of simplicity and embrace of improvisational rulings (as opposed to hard-coded <em>mechanics</em>) is, in point of fact, one of the game's strongest selling points. </p><p></p><p>C&C is the escape hatch for people who want to get away from mechanical options and get back to thematic options. It's the cure for people overwhelmed by mechanics. It is <em>not</em> a system rich with mechancial options. Indeed, it's rich specifically because it goes out of its way to avoid such options <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3176083, member: 13892"] Welll, you're right -- 100% was an exaggeration, however. . . Choice of primes [i]can[/i] make a differecne, but doesn't [i]necessarily[/i] make a difference when we're talking about characters of the same class (they'll have the same class-based prime in common) and, unless they're human, they only get to choose one other prime -- and there's nothing to prevent them from choosing the same prime when they do. That said, I'll give you that primes can make a difference, but I dont' think that they make a [i]huge[/i] difference, mechanically speaking. Spell selection provides minimal differences, at best. This is especially true of the latter, as spellcasters of a given type are always free to select whatever level-appropriate spells that they they like from the lists (i.e., two spellcastsers of the same class and level have access to the same spells). In the end, a spellcaster of a given type at a given level is mechanically identical to all other spell casters of the same type and level where spell selection options are concerned. Finally, all fighters can specialize in a weapon (specializing in different weapons is a [i]very[/i] minor mechanical differentiation, and isn't much different than claiming wide mechanical variety based upon what kind of equipment a character chooses to carry). By and large, outside of description, characters of the same class and level are rmechanically identical -- they may use a different weapon or cast different spells, but they all have the same static special abilities, aren't differenitated by skill focus, and are only [i]truly[/i] set apart by their ability bonuses. This was true of AD&D and it's true of C&C. That having been said. . . This kind of rigid archetype-based character creation is a strength of C&C -- it makes the game very easy to pick up and play, as well as easy for hobby newcomers to understand. This level of simplicity and embrace of improvisational rulings (as opposed to hard-coded [i]mechanics[/i]) is, in point of fact, one of the game's strongest selling points. C&C is the escape hatch for people who want to get away from mechanical options and get back to thematic options. It's the cure for people overwhelmed by mechanics. It is [i]not[/i] a system rich with mechancial options. Indeed, it's rich specifically because it goes out of its way to avoid such options ;) [/QUOTE]
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