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What’s good about Call of Cthulhu 7th Ed? (and what’s not)
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<blockquote data-quote="Clint_L" data-source="post: 9562925" data-attributes="member: 7035894"><p>I've played CoC since it's first edition, but I just got the Arkham Horror RPG and I am switching over. I think CoC is a really dated design. It's too granular; you want a horror RPG to keep the focus on the story rather than on figuring percentages and skill checks that are way too easy to fail. I appreciate that the newest edition cautions GMs against gating key information behind skill checks...but that is really an indictment of their design.</p><p></p><p>CoC is fairly lethal. Players should generally be looking to resolve problems without having to fight their way through, though every published adventure that I've seen still generally requires that some challenges be resolved through violence. To me, CoC combat still feels too much like D&D combat (or especially Rolemaster), but much deadlier.</p><p></p><p>Arkham Horror has a dice pool, resource management method of resolving tests, and also allows for limited but meaningful player narrative contributions that allows players to respond constructively to build an exciting narrative. The game has much better flow than CoC, IMO, and does a better job of keeping the focus on the story, while the press your luck aspect of dice management really suits horror and contributes to building rising tension.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9562925, member: 7035894"] I've played CoC since it's first edition, but I just got the Arkham Horror RPG and I am switching over. I think CoC is a really dated design. It's too granular; you want a horror RPG to keep the focus on the story rather than on figuring percentages and skill checks that are way too easy to fail. I appreciate that the newest edition cautions GMs against gating key information behind skill checks...but that is really an indictment of their design. CoC is fairly lethal. Players should generally be looking to resolve problems without having to fight their way through, though every published adventure that I've seen still generally requires that some challenges be resolved through violence. To me, CoC combat still feels too much like D&D combat (or especially Rolemaster), but much deadlier. Arkham Horror has a dice pool, resource management method of resolving tests, and also allows for limited but meaningful player narrative contributions that allows players to respond constructively to build an exciting narrative. The game has much better flow than CoC, IMO, and does a better job of keeping the focus on the story, while the press your luck aspect of dice management really suits horror and contributes to building rising tension. [/QUOTE]
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What’s good about Call of Cthulhu 7th Ed? (and what’s not)
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