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What’s good about Call of Cthulhu 7th Ed? (and what’s not)
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<blockquote data-quote="billd91" data-source="post: 9562712" data-attributes="member: 3400"><p>There are quite a few nice changes that update the play while still leaving most earlier publications reasonably compatible. </p><p></p><ul> <li data-xf-list-type="ul">Characteristics can be generated the old fashioned way (some 3d6, some 2d6+6, etc) but everything then gets normalized by multiplying by 5 to put it on the same percentile die terms as your skills. That makes characteristic rolls pretty easy to do with the ubiquitous d100s. There's also a point-buy method.</li> <li data-xf-list-type="ul">Professional skill points are determined just by EDU anymore. Some might be determined by other stats, which is useful for a bit of optimization as a profession for which DEX would be useful may now have some of its professional skill points determined based on the character's DEX.</li> <li data-xf-list-type="ul">It's easier for players to determine their wealth now by investing in Credit Rating. It was a roll in previous editions.</li> <li data-xf-list-type="ul">Unarmed combat skills have been consolidated into Brawling as a broader skill.</li> <li data-xf-list-type="ul">The resistance table is gone in favor of comparing degrees of success, which is a nice addition.</li> <li data-xf-list-type="ul">Pushing rolls and luck. You can push a failed roll (which I don't really recommended if your skill is <50% unless you're desperate) and you can spend luck points to improve rolls.</li> <li data-xf-list-type="ul">A version of advantage/disadvantage has entered the game. You may have bonus/penalty dice which mean you roll more dice when making a check. You roll additional dice for the <strong>10s</strong> place in the percentage result. Bonus means you take the better one, penalty the worse.</li> </ul><p></p><p>But of the things that I don't think work too well - it's mainly the chase rules. They're overly complicated.</p><p></p><p>Overall, I'm digging it.</p></blockquote><p></p>
[QUOTE="billd91, post: 9562712, member: 3400"] There are quite a few nice changes that update the play while still leaving most earlier publications reasonably compatible. [LIST] [*]Characteristics can be generated the old fashioned way (some 3d6, some 2d6+6, etc) but everything then gets normalized by multiplying by 5 to put it on the same percentile die terms as your skills. That makes characteristic rolls pretty easy to do with the ubiquitous d100s. There's also a point-buy method. [*]Professional skill points are determined just by EDU anymore. Some might be determined by other stats, which is useful for a bit of optimization as a profession for which DEX would be useful may now have some of its professional skill points determined based on the character's DEX. [*]It's easier for players to determine their wealth now by investing in Credit Rating. It was a roll in previous editions. [*]Unarmed combat skills have been consolidated into Brawling as a broader skill. [*]The resistance table is gone in favor of comparing degrees of success, which is a nice addition. [*]Pushing rolls and luck. You can push a failed roll (which I don't really recommended if your skill is <50% unless you're desperate) and you can spend luck points to improve rolls. [*]A version of advantage/disadvantage has entered the game. You may have bonus/penalty dice which mean you roll more dice when making a check. You roll additional dice for the [B]10s[/B] place in the percentage result. Bonus means you take the better one, penalty the worse. [/LIST] But of the things that I don't think work too well - it's mainly the chase rules. They're overly complicated. Overall, I'm digging it. [/QUOTE]
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